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https://github.com/FortniteModdingHub/FNGameProj.git
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58 lines
2.5 KiB
C++
58 lines
2.5 KiB
C++
#include "FortDeployableBaseLibrary.h"
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void UFortDeployableBaseLibrary::UpdateDeployableBaseTierProgressionForPlayers(UObject* WorldContextObject, const UFortTieredCollectionLayout* CollectionLayout, int32 TierDefeated) {
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}
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void UFortDeployableBaseLibrary::SetupDeployableBaseCombatZoneInventoriesOnPlayers(UObject* WorldContextObject, const TArray<FName>& TierGroups, const TArray<AFortPlayerController*>& PlayerControllers) {
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}
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void UFortDeployableBaseLibrary::SetDeployableBaseMatchJoinability(UObject* WorldContextObject, bool bMatchJoinable) {
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}
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void UFortDeployableBaseLibrary::ResetDeployableBaseHordePlayerInventories(UObject* WorldContextObject) {
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}
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void UFortDeployableBaseLibrary::OnPreHordeTierStart(UObject* WorldContextObject, int32 Tier, int32 ModifierRRVSeed) {
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}
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bool UFortDeployableBaseLibrary::IsWorldItemDefValidToPersistForDeployableBasePlayerInventory(const UFortWorldItemDefinition* ItemDefinition) {
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return false;
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}
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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) {
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}
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void UFortDeployableBaseLibrary::GetTieredModifierSet(FName TieredModifierSetName, TArray<FTieredModifierSetData>& OutModifierSetData) {
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}
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AFortMission* UFortDeployableBaseLibrary::GetPrimaryHordeMission(UObject* WorldContextObject) {
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return NULL;
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}
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EHordeTierStartStatus UFortDeployableBaseLibrary::GetHordeTierStartStatus(UObject* WorldContextObject) {
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return EHordeTierStartStatus::ReadyToStart;
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}
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FGameDifficultyInfo UFortDeployableBaseLibrary::GetGameDifficultyInfo(const FName RowName) {
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return FGameDifficultyInfo{};
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}
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void UFortDeployableBaseLibrary::ForceRestartDeployableBasePlayers(UObject* WorldContextObject, bool bRestartInvulnerable) {
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}
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void UFortDeployableBaseLibrary::ForceDeployableBaseHordePlayersToResetAndRespawn(UObject* WorldContextObject) {
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}
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void UFortDeployableBaseLibrary::ForceClearAllDefenders(UObject* WorldContextObject) {
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}
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void UFortDeployableBaseLibrary::BroadcastHordeTierComplete(UObject* WorldContextObject, EFortCompletionResult Result) {
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}
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void UFortDeployableBaseLibrary::ApplyTieredModifierSet(UObject* WorldContextObject, const TArray<FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<FActiveGameplayModifierHandle>& OutAppliedModifiers) {
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}
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UFortDeployableBaseLibrary::UFortDeployableBaseLibrary() {
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}
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