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