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36 lines
1.7 KiB
C++
36 lines
1.7 KiB
C++
#include "FortGameplayCueFunctionLibrary.h"
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void UFortGameplayCueFunctionLibrary::RemoveGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
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}
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void UFortGameplayCueFunctionLibrary::PlayBurstEffect(const FFortBurstEffectData& BurstEffect, AActor* Target, const FGameplayCueParameters& CueParameters, FFortGameplayCueSpawnResult& OutResult) {
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}
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void UFortGameplayCueFunctionLibrary::ExecuteGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
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}
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bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForSource(AActor* Target, AActor* SourceActor, const FFortGameplayCueSpawnCondition& Condition) {
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return false;
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}
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bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForHitResult(AActor* Target, AActor* SourceActor, const FHitResult& HitResult, const FFortGameplayCueSpawnCondition& Condition) {
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return false;
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}
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bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForCueParameters(AActor* Target, const FGameplayCueParameters& CueParameters, const FFortGameplayCueSpawnCondition& Condition) {
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return false;
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}
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void UFortGameplayCueFunctionLibrary::BuildCueParametersFromSource(AActor* SourceActor, FGameplayCueParameters& OutCueParameters) {
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}
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void UFortGameplayCueFunctionLibrary::BuildCueParametersFromHitResult(AActor* SourceActor, const FHitResult& HitResult, FGameplayCueParameters& OutCueParameters) {
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}
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void UFortGameplayCueFunctionLibrary::AddGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies) {
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}
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UFortGameplayCueFunctionLibrary::UFortGameplayCueFunctionLibrary() {
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}
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