mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
98 lines
4.6 KiB
C++
98 lines
4.6 KiB
C++
#include "FortCurieBlueprintFunctionLibrary.h"
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bool UFortCurieBlueprintFunctionLibrary::RemoveElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) {
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return false;
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}
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bool UFortCurieBlueprintFunctionLibrary::IsCurieEnabled() {
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return false;
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}
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bool UFortCurieBlueprintFunctionLibrary::IsCurieActive(UObject* WorldContextObject) {
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return false;
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}
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void UFortCurieBlueprintFunctionLibrary::IgniteGrassInBounds(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, FBox IgnitionBounds, int32 PropagationFuel) {
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}
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bool UFortCurieBlueprintFunctionLibrary::HasElementAttached(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag) {
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return false;
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}
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bool UFortCurieBlueprintFunctionLibrary::HasCurieStateAttached(AActor* Actor, FGameplayTag StateIdentifier) {
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return false;
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}
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void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoFromInteractParams(const FCurieInteractParamsHandle& InteractParamsHandle, AActor*& Instigator, AActor*& EffectCauser) {
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}
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void UFortCurieBlueprintFunctionLibrary::GetInstigatorInfoForAttachedElement(UObject* WorldContextObject, const FCurieContainerHandle& CurieContainerHandle, FGameplayTag ElementTag, AActor*& Instigator, AActor*& EffectCauser) {
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}
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UFortCurieManager* UFortCurieBlueprintFunctionLibrary::GetCurieManager(UObject* WorldContextObject) {
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return NULL;
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}
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UFortCurieComponent* UFortCurieBlueprintFunctionLibrary::GetCurieComponentFromActor(AActor* Actor, bool bCreateIfNecessary) {
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return NULL;
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}
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void UFortCurieBlueprintFunctionLibrary::ExtinguishGrassInBounds(UObject* WorldContextObject, FBox IgnitionBounds) {
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}
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void UFortCurieBlueprintFunctionLibrary::ExecuteWaterApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) {
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}
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void UFortCurieBlueprintFunctionLibrary::ExecuteFireApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) {
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}
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bool UFortCurieBlueprintFunctionLibrary::ExecuteEndWaterInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
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return false;
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}
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bool UFortCurieBlueprintFunctionLibrary::ExecuteEndFireInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
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return false;
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}
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bool UFortCurieBlueprintFunctionLibrary::ExecuteEndElectricityInteract(UObject* WorldContextObject, AActor* Target, FCurieInteractHandle InteractHandle) {
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return false;
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}
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void UFortCurieBlueprintFunctionLibrary::ExecuteElectricityApplication(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) {
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}
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FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginWaterInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, float LandscapeExtinguishRadius) {
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return FCurieInteractHandle{};
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}
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FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginFireInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationFuel, float LandscapeIgnitionRadius) {
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return FCurieInteractHandle{};
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}
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FCurieInteractHandle UFortCurieBlueprintFunctionLibrary::ExecuteBeginElectricityInteract(UObject* WorldContextObject, AActor* Instigator, AActor* EffectCauser, AActor* Target, float Magnitude, const FHitResult& HitResult, int32 PropagationDepthLimit) {
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return FCurieInteractHandle{};
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}
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void UFortCurieBlueprintFunctionLibrary::EnablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
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}
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void UFortCurieBlueprintFunctionLibrary::EnableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
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}
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void UFortCurieBlueprintFunctionLibrary::DisablePermanentElementSourceOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
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}
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void UFortCurieBlueprintFunctionLibrary::DisableElementAttachmentOnActor(AActor* TargetActor, FGameplayTag ElementTag) {
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}
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void UFortCurieBlueprintFunctionLibrary::CurieProtoMeshExtraction(TArray<FVector>& LocalVertLocs, UStaticMeshComponent* MeshComponent, int32 LOD, int32 VertDivisor) {
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}
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bool UFortCurieBlueprintFunctionLibrary::AddElectricLink(UObject* WorldContextObject, AActor* FirstLinkActor, AActor* SecondLinkActor) {
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return false;
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}
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UFortCurieBlueprintFunctionLibrary::UFortCurieBlueprintFunctionLibrary() {
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}
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