#include "FortMissionLibrary.h" #include "Templates/SubclassOf.h" bool UFortMissionLibrary::UnregisterForMissionEvents(AActor* ActorToUnregister, FGuid MissionGuid) { return false; } bool UFortMissionLibrary::TeleportPlayerPawn(AFortPlayerPawn* PlayerPawn, FVector DestLocation, FRotator DestRotation, bool bIgnoreCollision, bool bIgnoreSupplementalKillVolumeSweep) { return false; } void UFortMissionLibrary::TeleportPawnNearLocation(AFortPawn* Pawn, FVector DestLocation) { } void UFortMissionLibrary::StopAIEncounterAgainstActor(UObject* WorldContextObject, AActor* TargetActor) { } void UFortMissionLibrary::StopAIEncounter(UObject* WorldContextObject, UFortAIEncounterInfo* ActiveEncounter, EFortObjectiveStatus ObjectiveStatus) { } void UFortMissionLibrary::StartPlayingMission(UObject* WorldContextObject, const FGuid& MissionGuid) { } UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf EncounterTemplate, AActor* TargetActor, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) { return NULL; } UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf EncounterTemplate, AActor* TargetActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) { return NULL; } bool UFortMissionLibrary::SpawnPlacementMissionActor(UObject* WorldContextObject, const TSubclassOf& ActorToSpawn, const FVector& SpawnLocation, const FRotator& SpawnRotation, AActor* PlacementLocationActor, AActor*& OutSpawnedActor) { return false; } AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(UObject* WorldContextObject, FGuid MissionGuid, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector position, FVector Direction, int32 OverrideMaxStackCount) { return NULL; } AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(UObject* WorldContextObject, FGuid MissionGuid, UFortMissionItemDefinition* MissionItemDefinition, FVector StartPosition, AFortPawn* TargetPawn) { return NULL; } ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(UObject* WorldContextObject, FGuid MissionGuid, TSubclassOf BuildingClass, const FTransform& Transform) { return NULL; } TArray UFortMissionLibrary::SpawnAtPlacementActorsHelper(UObject* WorldContextObject, UClass* Entries, bool& bSucceeded) { return TArray(); } void UFortMissionLibrary::SpawnAndCollectPlayerPickups(UObject* WorldContextObject, AFortPlayerController* PlayerController, FVector StartPosition, FName LootTierGroup, int32 LootTier) { } bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance() { return false; } void UFortMissionLibrary::SetWorldSavingEnabled(UObject* WorldContextObject, bool bEnabled) { } void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(UObject* WorldContextObject, bool bDoNotDisturb, AFortPlayerController* SpecificPlayer) { } bool UFortMissionLibrary::RegisterMissionInfoUIActor(AActor* AttachmentActor, FGuid MissionGuid, FVector AttachementOffset, float MaxVisibleDistance) { return false; } bool UFortMissionLibrary::RegisterForMissionEvents(AActor* ActorToRegister, FGuid MissionGuid) { return false; } int32 UFortMissionLibrary::PollActorsInVolume(UObject* WorldContextObject, UBoxComponent* VolumeBoxComponent, TEnumAsByte PollBuildingTypes, TSubclassOf ActorClassToPoll) { return 0; } void UFortMissionLibrary::PingMinimap(UObject* WorldContextObject, FVector WorldLocation, FLinearColor PingColor, TEnumAsByte RequiredTeam) { } int32 UFortMissionLibrary::NumBluGloFromPlayerState(AFortPlayerStateZone* PlayerState) { return 0; } int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(AFortPlayerPawn* PlayerPawn) { return 0; } void UFortMissionLibrary::LoadMission(UObject* WorldContextObject, UFortMissionInfo* MissionInfo) { } bool UFortMissionLibrary::IsUsingNewMissionGeneration(UObject* WorldContextObject) { return false; } bool UFortMissionLibrary::HasTags(const FGameplayTagContainer& ContainerToCheck, const FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch) { return false; } bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(UObject* WorldContextObject, AFortPlayerController* TargetPlayer, FGuid MissionGuid, UFortSchematicItemDefinition* SchematicDefinition) { return false; } void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(UObject* WorldContextObject, FGuid MissionGuid, AFortPlayerController* PlayerController, FVector StartPosition, float Radius, FName LootTierGroup, int32 LootTier) { } void UFortMissionLibrary::GiveMissionRewardsToPlayer(UObject* WorldContextObject, FGuid EventGuid, AFortPlayerController* PlayerController, FText TitleText, FText DescriptionText, FName LootTierGroup, int32 LootTier, float RewardDisplayTime) { } void UFortMissionLibrary::GetTieredWaveSet(FName TieredWaveCollectionName, int32 Tier, FTieredWaveSetCollectionData& WaveCollectionInfo, TArray& OutWaveData) { } void UFortMissionLibrary::GetTieredWaveBaseWaveLength(UObject* WorldContextObject, FName BaseWaveLengthRowName, float OverrideDifficulty, float& OutBaseWaveLength) { } void UFortMissionLibrary::GetTieredWaveBaseNumKills(UObject* WorldContextObject, FName BaseNumOfKillsRowName, float OverrideDifficulty, float& OutBaseNumKills) { } void UFortMissionLibrary::GetTieredWaveBaseNumKillPoints(UObject* WorldContextObject, FName BaseNumOfKillPointsRowName, float OverrideDifficulty, float& OutBaseNumKillPoints) { } AFortMission* UFortMissionLibrary::GetPrimaryMission(UObject* WorldContextObject) { return NULL; } float UFortMissionLibrary::GetMissionHUDTextLineHeightEstimate(FText Text) { return 0.0f; } AFortMission* UFortMissionLibrary::GetMissionFromGuid(UObject* WorldContextObject, const FGuid& MissionGuid) { return NULL; } TArray UFortMissionLibrary::GetMissionActorsInVectorDirection(UObject* WorldContextObject, TSubclassOf ActorSubclass, FVector StartLocation, FVector DirectionToLookForActors, float Angle, float MaxDistance) { return TArray(); } TArray UFortMissionLibrary::GetMissionActorsInEncounterDirection(UObject* WorldContextObject, TSubclassOf ActorSubclass, FVector StartLocation, TEnumAsByte DirectionToLookForActors, float Angle, float MaxDistance) { return TArray(); } int32 UFortMissionLibrary::GetLowestPlayerAccountLevel(UObject* WorldContextObject) { return 0; } int32 UFortMissionLibrary::GetLocalPlayerAccountLevel(UObject* WorldContextObject) { return 0; } float UFortMissionLibrary::GetIronCityWorldDifficulty(int32 AccountLevel) { return 0.0f; } bool UFortMissionLibrary::GetIronCityMinMaxPowerLevels(int32 DifficultyLevel, float& MinPowerLevel, float& MaxPowerLevel) { return false; } AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(UObject* WorldContextObject) { return NULL; } int32 UFortMissionLibrary::GetAveragePlayerAccountLevel(UObject* WorldContextObject) { return 0; } TArray UFortMissionLibrary::GetAllLoadedMissions(UObject* WorldContextObject) { return TArray(); } AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(ABuildingActor* BuildingActor) { return NULL; } TArray UFortMissionLibrary::FindActorsWithTags(UObject* WorldContextObject, const FGameplayTagContainer& Tags) { return TArray(); } void UFortMissionLibrary::ExecuteMissionEventEx(UObject* WorldContextObject, FFortMissionEventName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) { } void UFortMissionLibrary::ExecuteMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) { } FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) { return FFortMissionEvent{}; } void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(UObject* WorldContextObject, FVector Origin, FVector BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy) { } void UFortMissionLibrary::AdjustWaveBasedGameDifficulty(UObject* WorldContextObject, float fDifficultyAddMod) { } void UFortMissionLibrary::AddCompletionTagToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTag NewCompletionTag) { } void UFortMissionLibrary::AddCompletionTagsToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTagContainer NewCompletionTagContainer) { } UFortMissionLibrary::UFortMissionLibrary() { }