Files
FNGameProj/Source/FortniteGame/Private/FortDeployableBaseLibrary.cpp
T
2024-03-03 23:44:39 +01:00

58 lines
2.5 KiB
C++

#include "FortDeployableBaseLibrary.h"
void UFortDeployableBaseLibrary::UpdateDeployableBaseTierProgressionForPlayers(UObject* WorldContextObject, const UFortTieredCollectionLayout* CollectionLayout, int32 TierDefeated) {
}
void UFortDeployableBaseLibrary::SetupDeployableBaseCombatZoneInventoriesOnPlayers(UObject* WorldContextObject, const TArray<FName>& TierGroups, const TArray<AFortPlayerController*>& PlayerControllers) {
}
void UFortDeployableBaseLibrary::SetDeployableBaseMatchJoinability(UObject* WorldContextObject, bool bMatchJoinable) {
}
void UFortDeployableBaseLibrary::ResetDeployableBaseHordePlayerInventories(UObject* WorldContextObject) {
}
void UFortDeployableBaseLibrary::OnPreHordeTierStart(UObject* WorldContextObject, int32 Tier, int32 ModifierRRVSeed) {
}
bool UFortDeployableBaseLibrary::IsWorldItemDefValidToPersistForDeployableBasePlayerInventory(const UFortWorldItemDefinition* ItemDefinition) {
return false;
}
void UFortDeployableBaseLibrary::GrantPlayersCompletedWaveRewards(UObject* WorldContextObject, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<ADeployableBaseCore*>& TargetCores, const TArray<ADeployableBaseCore*>& AllCores, const FFortTierCollectionLayoutOutput& CollectionData, const TArray<FName>& TierGroups) {
}
void UFortDeployableBaseLibrary::GetTieredModifierSet(FName TieredModifierSetName, TArray<FTieredModifierSetData>& OutModifierSetData) {
}
AFortMission* UFortDeployableBaseLibrary::GetPrimaryHordeMission(UObject* WorldContextObject) {
return NULL;
}
EHordeTierStartStatus UFortDeployableBaseLibrary::GetHordeTierStartStatus(UObject* WorldContextObject) {
return EHordeTierStartStatus::ReadyToStart;
}
FGameDifficultyInfo UFortDeployableBaseLibrary::GetGameDifficultyInfo(const FName RowName) {
return FGameDifficultyInfo{};
}
void UFortDeployableBaseLibrary::ForceRestartDeployableBasePlayers(UObject* WorldContextObject, bool bRestartInvulnerable) {
}
void UFortDeployableBaseLibrary::ForceDeployableBaseHordePlayersToResetAndRespawn(UObject* WorldContextObject) {
}
void UFortDeployableBaseLibrary::ForceClearAllDefenders(UObject* WorldContextObject) {
}
void UFortDeployableBaseLibrary::BroadcastHordeTierComplete(UObject* WorldContextObject, EFortCompletionResult Result) {
}
void UFortDeployableBaseLibrary::ApplyTieredModifierSet(UObject* WorldContextObject, const TArray<FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<FActiveGameplayModifierHandle>& OutAppliedModifiers) {
}
UFortDeployableBaseLibrary::UFortDeployableBaseLibrary() {
}