mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
#include "BlueprintLibrarySTW.h"
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bool UBlueprintLibrarySTW::SwitchHeroType(AFortPlayerController* FortPC, const FString& NewHeroName) {
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return false;
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}
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void UBlueprintLibrarySTW::SetIdleKickEnabled(UObject* WorldContextObject, bool bEnabled) {
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}
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void UBlueprintLibrarySTW::SetCriticalMissionJoinability(UObject* WorldContextObject, bool bJoinable) {
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}
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bool UBlueprintLibrarySTW::GetShowHeroHeadAccessoriesForLocalPlayer(UObject* WorldContextObject) {
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return false;
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}
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bool UBlueprintLibrarySTW::GetShowHeroBackpackForLocalPlayer(UObject* WorldContextObject) {
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return false;
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}
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UFortAbilityKit* UBlueprintLibrarySTW::GetRemovedAbilityKit(const FFortSpecializationSlot& Slot) {
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return NULL;
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}
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bool UBlueprintLibrarySTW::GetPurchaseCostsRow(FDataTableRowHandle DataTableRowHandle, FFortCollectionBookDirectPurchaseData& OutRow) {
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return false;
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}
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bool UBlueprintLibrarySTW::GetLocalPlayerHasHeroHeadAccessories(UObject* WorldContextObject) {
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return false;
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}
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bool UBlueprintLibrarySTW::GetLocalPlayerHasHeroBackpack(UObject* WorldContextObject) {
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return false;
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}
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UFortAbilityKit* UBlueprintLibrarySTW::GetGrantedAbilityKit(const FFortSpecializationSlot& Slot) {
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return NULL;
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}
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float UBlueprintLibrarySTW::GetGameDifficulty() {
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return 0.0f;
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}
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float UBlueprintLibrarySTW::GetCalculatedGameDifficulty(UObject* WorldContextObject) {
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return 0.0f;
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}
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FFortEncounterSettings UBlueprintLibrarySTW::ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings(const FTieredWaveSetData& WaveData, FFortEncounterSettings& EncounterSettings) {
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return FFortEncounterSettings{};
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}
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UBlueprintLibrarySTW::UBlueprintLibrarySTW() {
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}
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