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https://github.com/FortniteModdingHub/FNGameProj.git
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72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
#include "CreativeQuestComponent.h"
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#include "Net/UnrealNetwork.h"
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void UCreativeQuestComponent::UnregisterQuest() {
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}
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void UCreativeQuestComponent::SetCurrentAmount(AController* ForPlayer, int32 NewAmount) {
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}
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void UCreativeQuestComponent::SetActiveFor(AController* Player, bool bNewActive) {
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}
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void UCreativeQuestComponent::ResetQuestProgress() {
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}
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void UCreativeQuestComponent::RegisterQuest() {
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}
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void UCreativeQuestComponent::OnRep_QuestUpdate() {
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}
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void UCreativeQuestComponent::OnRep_QuestActive() {
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}
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bool UCreativeQuestComponent::IsActiveFor(AController* Player) const {
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return false;
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}
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int32 UCreativeQuestComponent::GetCurrentAmount(AController* ForPlayer) const {
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return 0;
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}
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TArray<AController*> UCreativeQuestComponent::GetActiveSharedControllers(AController* Instigator) const {
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return TArray<AController*>();
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}
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void UCreativeQuestComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCreativeQuestComponent, StatToTrack);
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DOREPLIFETIME(UCreativeQuestComponent, SharingMode);
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DOREPLIFETIME(UCreativeQuestComponent, TargetTeam);
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DOREPLIFETIME(UCreativeQuestComponent, TargetClass);
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DOREPLIFETIME(UCreativeQuestComponent, AssignedToTeam);
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DOREPLIFETIME(UCreativeQuestComponent, TargetDeathCause);
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DOREPLIFETIME(UCreativeQuestComponent, bSelfEliminationsCount);
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DOREPLIFETIME(UCreativeQuestComponent, MinigameTargetAmount);
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DOREPLIFETIME(UCreativeQuestComponent, bShowQuestOnHUD);
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DOREPLIFETIME(UCreativeQuestComponent, ShowProgressMode);
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DOREPLIFETIME(UCreativeQuestComponent, bShowCompleteEffects);
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DOREPLIFETIME(UCreativeQuestComponent, QuestIndividualData);
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DOREPLIFETIME(UCreativeQuestComponent, QuestTeamProgress);
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DOREPLIFETIME(UCreativeQuestComponent, QuestAllProgress);
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DOREPLIFETIME(UCreativeQuestComponent, QuestTeamActive);
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}
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UCreativeQuestComponent::UCreativeQuestComponent() {
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StatToTrack = ECreativeQuestStat::None;
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SharingMode = ECreativeQuestSharing::Individual;
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TargetTeam = 0;
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TargetClass = 0;
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AssignedToTeam = 0;
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TargetDeathCause = EDeathCause::OutsideSafeZone;
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bSelfEliminationsCount = true;
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MinigameTargetAmount = 0;
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bShowQuestOnHUD = true;
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ShowProgressMode = EShowProgressMode::Total;
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bShowCompleteEffects = true;
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QuestAllProgress = 0;
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}
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