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

126 lines
2.8 KiB
C++

#include "FortMatchmakingContext.h"
void UFortMatchmakingContext::StartWargameSimulationAssist(float MinMissionDifficulty, float MaxMissionDifficulty) {
}
void UFortMatchmakingContext::StartStormShieldExpansionAssist(float MinMissionDifficulty, float MaxMissionDifficulty) {
}
void UFortMatchmakingContext::StartQuickPlay(float MinMissionDifficulty, float MaxMissionDifficulty) {
}
bool UFortMatchmakingContext::StartOnboardingMission() {
return false;
}
void UFortMatchmakingContext::StartMatchmaking() {
}
void UFortMatchmakingContext::StartCriticalMission(float MinMissionDifficulty, float MaxMissionDifficulty) {
}
void UFortMatchmakingContext::SetMatchmakingFlowActive(bool InFlow) {
}
void UFortMatchmakingContext::SetCustomMatchmakingKey(const FString& Key) {
}
void UFortMatchmakingContext::ReadyUp() {
}
bool UFortMatchmakingContext::NeedToCheckRejoinStatus() {
return false;
}
bool UFortMatchmakingContext::JoinFromLobby() {
return false;
}
bool UFortMatchmakingContext::IsWorldRecordLoaded() {
return false;
}
bool UFortMatchmakingContext::IsWaitingOnUpdateManager() {
return false;
}
bool UFortMatchmakingContext::IsOutpostPermitted() const {
return false;
}
bool UFortMatchmakingContext::IsMatchmakingLocal() const {
return false;
}
bool UFortMatchmakingContext::IsMatchmakingFlowActive() const {
return false;
}
bool UFortMatchmakingContext::IsJoinableGameAvailable() {
return false;
}
bool UFortMatchmakingContext::IsInputBasedMatchmakingEnabled() const {
return false;
}
bool UFortMatchmakingContext::IsInLobby() const {
return false;
}
bool UFortMatchmakingContext::IsCustomMatchmakingKeyEnabled() const {
return false;
}
bool UFortMatchmakingContext::IsConnectedToGame() const {
return false;
}
bool UFortMatchmakingContext::HasBroadcasterToken() const {
return false;
}
FText UFortMatchmakingContext::GetMatchmakingFillText(bool bDesiredFill) {
return FText::GetEmpty();
}
float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining() {
return 0.0f;
}
AFortLobbyBeaconClient* UFortMatchmakingContext::GetLobbyBeaconClient() const {
return NULL;
}
FText UFortMatchmakingContext::GetLegacyNonInputBasedPlayAgainstText() {
return FText::GetEmpty();
}
ECommonInputType UFortMatchmakingContext::GetInputBasedMatchmakingPool(bool& bIsDefaultPool, bool& bEntirePartyUsingTargetPoolInput) {
return ECommonInputType::MouseAndKeyboard;
}
FString UFortMatchmakingContext::GetCustomMatchmakingKey() const {
return TEXT("");
}
void UFortMatchmakingContext::EnterOutpost() {
}
void UFortMatchmakingContext::DisplayAntiTaxiError() {
}
void UFortMatchmakingContext::DisconnectFromLobby() {
}
void UFortMatchmakingContext::CheckRejoinStatus() {
}
void UFortMatchmakingContext::CancelMatchmaking() {
}
UFortMatchmakingContext::UFortMatchmakingContext() {
bMatchmakingFlowActive = false;
}