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https://github.com/FortniteModdingHub/FNGameProj.git
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75 lines
3.0 KiB
C++
75 lines
3.0 KiB
C++
#include "FortAbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void UFortAbilitySystemComponent::SetSharedAnimStateWithMontage(EFortSharedAnimationState State, UAnimMontage* Montage) {
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}
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void UFortAbilitySystemComponent::SetSharedAnimState(EFortSharedAnimationState State) {
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}
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void UFortAbilitySystemComponent::SetLandingMontageReplication(UAnimMontage* Montage1, FName Section1, UAnimMontage* Montage2, FName Section2) {
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}
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int32 UFortAbilitySystemComponent::RemoveActiveEffectsWithTagsAndSource(FGameplayTagContainer Tags, UObject* Source) {
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return 0;
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}
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void UFortAbilitySystemComponent::OnRep_SharedAnim() {
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}
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void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents_Implementation() {
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}
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FGameplayEffectContextHandle UFortAbilitySystemComponent::MakeFortEffectContext(UObject* SourceObject, AActor* EffectCauser, AActor* DamageSource, const int32 GameplayEffectLevel) const {
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return FGameplayEffectContextHandle{};
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}
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bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(FGameplayTagContainer Tags) const {
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return false;
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}
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float UFortAbilitySystemComponent::GetAttributeMagnitude(const FAttributeInfo Info) const {
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return 0.0f;
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}
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TArray<FActiveGameplayEffectHandle> UFortAbilitySystemComponent::GetActiveEffectsWithAllTagsAndSource(FGameplayTagContainer Tags, UObject* Source) const {
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return TArray<FActiveGameplayEffectHandle>();
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}
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FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const FString& AttributeName) const {
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return FAttributeInfo{};
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}
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bool UFortAbilitySystemComponent::CanActivateAbilityWithMatchingTag(FGameplayTagContainer GameplayAbilityTags) const {
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return false;
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}
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void UFortAbilitySystemComponent::BP_UnBlockAbilitiesWithTags(const FGameplayTagContainer& Tags) {
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}
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FActiveGameplayEffectHandle UFortAbilitySystemComponent::BP_FortApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetOfEffect, UObject* OptionalSourceObject, AActor* OptionalEffectCauser, AActor* OptionalDamageSource, float Level, FGameplayEffectContextHandle EffectContext) {
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return FActiveGameplayEffectHandle{};
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}
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FActiveGameplayEffectHandle UFortAbilitySystemComponent::BP_FortApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* OptionalSourceObject, AActor* OptionalEffectCauser, AActor* OptionalDamageSource, float Level, FGameplayEffectContextHandle EffectContext) {
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return FActiveGameplayEffectHandle{};
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}
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void UFortAbilitySystemComponent::BP_CancelAbilitiesWithTags(const FGameplayTagContainer& Tags) {
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}
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void UFortAbilitySystemComponent::BP_BlockAbilitiesWithTags(const FGameplayTagContainer& Tags) {
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}
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void UFortAbilitySystemComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortAbilitySystemComponent, LandingMontagePair);
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DOREPLIFETIME(UFortAbilitySystemComponent, RepSharedAnimInfo);
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}
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UFortAbilitySystemComponent::UFortAbilitySystemComponent() {
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}
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