Files
FNGameProj/Source/FortniteGame/Private/FortOutpostFunctionLibrary.cpp
T
2024-03-03 23:44:39 +01:00

82 lines
3.0 KiB
C++

#include "FortOutpostFunctionLibrary.h"
void UFortOutpostFunctionLibrary::TransferItemToStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count) {
}
void UFortOutpostFunctionLibrary::TransferItemFromStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count) {
}
void UFortOutpostFunctionLibrary::SetWargameActive(UObject* WorldContextObject, bool bActive) {
}
void UFortOutpostFunctionLibrary::SetStormShieldDefenseType(UObject* WorldContextObject, EStormShieldDefense Type) {
}
void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(UObject* WorldContextObject, const FDataTableRowHandle& GameDifficultyInfo) {
}
void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(UObject* WorldContextObject, bool bActive) {
}
void UFortOutpostFunctionLibrary::SetIronCityMinMaxPowerLevels(UObject* WorldContextObject, float MinPowerLevel, float MaxPowerLevel) {
}
void UFortOutpostFunctionLibrary::SetEnduranceWaveCompleted(UObject* WorldContextObject, const int32 WaveNumber, bool& bNewHighest) {
}
void UFortOutpostFunctionLibrary::SaveIronCityLowestPlayerAccountLevel(UObject* WorldContextObject, int32 AccountLevel) {
}
void UFortOutpostFunctionLibrary::SaveIronCityEarlyPlayerInfos(UObject* WorldContextObject) {
}
FGameplayTag UFortOutpostFunctionLibrary::GetPlacementTagFromOutpostBuildingTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag) {
return FGameplayTag{};
}
UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigDataFrontEnd(AFortPlayerControllerFrontEnd* FortPC, FGameplayTag ConfigTag) {
return NULL;
}
UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(UObject* WorldContextObject, FGameplayTag ConfigTag) {
return NULL;
}
AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(UObject* WorldContextObject) {
return NULL;
}
FGameplayTag UFortOutpostFunctionLibrary::GetOutpostBuildingTagFromPlacementTag(UObject* WorldContextObject, const FGameplayTag& PlacementTag) {
return FGameplayTag{};
}
UFortOutpostItemDefinition* UFortOutpostFunctionLibrary::GetOutpostBuildingItemDefinition(UObject* WorldContextObject, EOutpostBuildings Building) {
return NULL;
}
int32 UFortOutpostFunctionLibrary::GetIronCityAveragePlayerAccountLevel(UObject* WorldContextObject) {
return 0;
}
FIronCityDifficultyInfo UFortOutpostFunctionLibrary::GetCachedIronCityDifficultyInfo(UObject* WorldContextObject) {
return FIronCityDifficultyInfo{};
}
void UFortOutpostFunctionLibrary::FlushTransferRequests(AFortPlayerController* Player) {
}
bool UFortOutpostFunctionLibrary::DeployOutpostBuildingTagOnPlacementTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag, const FGameplayTag& PlacementTag) {
return false;
}
void UFortOutpostFunctionLibrary::CacheIronCityDifficultyInfo(UObject* WorldContextObject, int32 AccountLevel) {
}
bool UFortOutpostFunctionLibrary::BuildingActorRecordUpdatesEnabled(UObject* WorldContextObject) {
return false;
}
UFortOutpostFunctionLibrary::UFortOutpostFunctionLibrary() {
}