Files
FNGameProj/Source/FortniteGame/Private/FortGameplayAbility.cpp
T
2024-06-07 01:17:09 +02:00

265 lines
9.9 KiB
C++

#include "FortGameplayAbility.h"
#include "Templates/SubclassOf.h"
void UFortGameplayAbility::TrackGroupedActor(AActor* ActorToTrack, FGameplayTag GroupTag) {
}
void UFortGameplayAbility::TrackActor(AActor* ActorToTrack) {
}
bool UFortGameplayAbility::ShouldPlayFailedMontage_Implementation(const FGameplayTagContainer& FailedReason) const {
return false;
}
bool UFortGameplayAbility::SetupPreviewImageOverride_Implementation() {
return false;
}
void UFortGameplayAbility::SetCameraMode(TSubclassOf<UFortCameraMode> CameraModeClass) {
}
void UFortGameplayAbility::SetAIFocalPoint(AActor* FocusTarget, FVector FocalPoint, bool bUseAttackingPriority) {
}
void UFortGameplayAbility::QueryGameplayEffectContainerTargetExecutionModifiers(FGameplayAbilityTargetDataHandle TargetData, const UFortAbilitySystemComponent* SrcAbilitySystem, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const UObject* SourceObject, const TArray<FGameplayEffectExecutionScopedModifierInfo>& InScopedMods, TArray<FActiveGameplayEffectHandle> InIgnoreHandles, TArray<FGameplayModifierEvaluatedData>& OutOutputModifiers, bool bTooltipRequest) const {
}
void UFortGameplayAbility::OnGenericNotifyFromAnimation_Implementation(FGameplayTag NotifyTag) {
}
void UFortGameplayAbility::MakeGameplayEffectContainerSpecs(FGameplayTag ApplicationTag, int32 GameplayEffectLevel, TArray<FFortGameplayEffectContainerSpec>& OutSpecContainers) {
}
FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
return FFortGameplayEffectContainerSpec{};
}
void UFortGameplayAbility::K2_AbilityCompleted() {
}
bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const {
return false;
}
bool UFortGameplayAbility::IsChargeUpAbility() const {
return false;
}
TArray<AActor*> UFortGameplayAbility::GetTrackedGroupedActors(FGameplayTag GroupTag) const {
return TArray<AActor*>();
}
TArray<AActor*> UFortGameplayAbility::GetTrackedActors() const {
return TArray<AActor*>();
}
TSubclassOf<UFortTooltip> UFortGameplayAbility::GetTooltip(bool bSummaryTooltip) const {
return NULL;
}
void UFortGameplayAbility::GetProjectileInitialValues(float& outProjectileSpeed, FRotator& outSpawnDirection, float& outProjectileGravity, AActor*& HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const {
}
int32 UFortGameplayAbility::GetOwningPlayerTeamPerkProgressiveActivationLevel() const {
return 0;
}
int32 UFortGameplayAbility::GetMaxNumTrackedActors() const {
return 0;
}
FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const {
return FRotator{};
}
FVector UFortGameplayAbility::GetFireLocation() const {
return FVector{};
}
UFortTooltipDisplayStatsList* UFortGameplayAbility::GetDisplayStats() const {
return NULL;
}
AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const {
return NULL;
}
UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const {
return NULL;
}
void UFortGameplayAbility::GetCurrentAbilitySourceLevel(float& OutSourceLevel) const {
}
float UFortGameplayAbility::GetChargeTime() const {
return 0.0f;
}
EFortAbilityChargeState UFortGameplayAbility::GetChargeState() const {
return EFortAbilityChargeState::None;
}
float UFortGameplayAbility::GetChargePercent() const {
return 0.0f;
}
void UFortGameplayAbility::GetAvatarAsValidFortPlayerPawn(EFortGetPlayerPawnExecutions& OutExec, AFortPlayerPawn*& OutFortPlayerPawn) {
}
AFortPlayerPawn* UFortGameplayAbility::GetAvatarAsFortPlayerPawn() const {
return NULL;
}
FVector UFortGameplayAbility::GetAimLocationNearestPawn(AFortPawn* Instigator) {
return FVector{};
}
AActor* UFortGameplayAbility::GetAIAbilityTarget() const {
return NULL;
}
AFortPawn* UFortGameplayAbility::GetActivatingPawn() const {
return NULL;
}
UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const {
return NULL;
}
float UFortGameplayAbility::GetAbilityTargetingLevel_Implementation() const {
return 0.0f;
}
FGameplayTagContainer UFortGameplayAbility::GetAbilityTags() const {
return FGameplayTagContainer{};
}
void UFortGameplayAbility::ForceCameraLookDown(APlayerController* PC) {
}
void UFortGameplayAbility::EquipVehicleWeapon(UFortWeaponItemDefinition* WeaponDefinition, const int32 SeatIndex, const int32 ItemLevel) {
}
void UFortGameplayAbility::EquipAbilityWeapon(UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel) {
}
bool UFortGameplayAbility::DoesTargetHaveTags(const AActor* Target, const FGameplayTagContainer& Tags) const {
return false;
}
bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const AActor* Target) const {
return false;
}
void UFortGameplayAbility::ClearTrackedGroupedActors(FGameplayTag GroupTag, bool bDestroyActors) {
}
void UFortGameplayAbility::ClearTrackedActors(bool bDestroyActors) {
}
void UFortGameplayAbility::ClearCameraMode() {
}
void UFortGameplayAbility::ClearAIFocalPoint(bool bUseAttackingPriority) {
}
void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHitProfile(FHitResult& OutHitResult, TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, FName CollisionProfile, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
}
void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHit(FHitResult& OutHitResult, TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
}
void UFortGameplayAbility::CalculateProjectileTrajectorySplineProfile(TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, FName CollisionProfile, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
}
void UFortGameplayAbility::CalculateProjectileTrajectorySpline(TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
}
void UFortGameplayAbility::BP_GetGameplayEffectContainers(FGameplayTag ApplicationTag, TArray<FFortGameplayEffectContainer>& OutContainers) {
}
FFortGameplayEffectContainer UFortGameplayAbility::BP_GetGameplayEffectContainer(FGameplayTag ApplicationTag) {
return FFortGameplayEffectContainer{};
}
FGameplayTagContainer UFortGameplayAbility::BP_GetCooldownTags() const {
return FGameplayTagContainer{};
}
bool UFortGameplayAbility::ApplySourcePropertyOverrides(TArray<FName>& OverriddenPropertyNames) {
return false;
}
TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainerWithCSVStats(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const FString& StatName) {
return TArray<FActiveGameplayEffectHandle>();
}
TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
return TArray<FActiveGameplayEffectHandle>();
}
FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const FVector& SourceLocation, const FVector& TargetLocation, float inDesiredThrowAngle) const {
return FVector{};
}
void UFortGameplayAbility::AddDynamicGameplayEffectContainer(FGameplayTag& ApplicationTag, FFortGameplayEffectContainer& Container) {
}
UFortGameplayAbility::UFortGameplayAbility() {
ActivationType = EFortGameplayAbilityActivation::Passive;
ProjectileClass = NULL;
bShowWidgetForCosts = true;
bApplyingCostsEnabled = true;
bStartWithCooldown = false;
bPersistOnDeath = true;
bDisableMoveCombining = false;
bIgnoreClientActivationAttempts = false;
bStopsAIBehaviorLogic = false;
bStopsAIMovement = false;
bStopsRVOAvoidance = false;
bForceNormalAILOD = false;
MinimumRequiredAILODLevel = EFortAILODLevel::MIN;
bRelevantForAIDespawning = true;
bUseTetheredPawnAsInstigator = false;
bAcceptTargetActorVehicleForCanHitTests = false;
bUseAIFireLocationAndRotation = false;
AIWeaponUsage = EFortAIWeaponUsage::NoWeaponUsage;
bVerifyFireOffsetIsNotObstructedByWorldGeometry = false;
bCanHitBallisticTestsOnlyTestIndesructiblesWhileFalling = true;
ActivationNoiseRange = 1;
ImpactNoiseRange = 1;
ActivationNoiseLoudness = 1;
ImpactNoiseLoudness = 1;
bLeadPawnTargets = false;
DesiredThrowAngle = 1;
MaxYawAngleToFire = 1;
bClampMaxYawAngleToFire = false;
bUseTargetActorLocation = false;
InitialAccuracyMax = 1;
InitialAccuracyMin = 1;
TargetAccuracyMax = 1;
TargetAccuracyMin = 1;
MinAccuracyDistance = 1;
MaxAccuracyDistance = 1;
AccuracyDistanceMultiplier = 1;
NumUsesToReachTargetAccuracy = 0;
UseCount = 0;
bIsMobileToggle = false;
AbilityWeapon = NULL;
SmallPreviewImageOverride = NULL;
ChargeStartTime = 1;
ChargeState = EFortAbilityChargeState::None;
Tooltip = NULL;
StatList = NULL;
CurrentAbilityCameraModeClass = NULL;
}