mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
126 lines
2.8 KiB
C++
126 lines
2.8 KiB
C++
#include "FortMatchmakingContext.h"
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void UFortMatchmakingContext::StartWargameSimulationAssist(float MinMissionDifficulty, float MaxMissionDifficulty) {
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}
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void UFortMatchmakingContext::StartStormShieldExpansionAssist(float MinMissionDifficulty, float MaxMissionDifficulty) {
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}
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void UFortMatchmakingContext::StartQuickPlay(float MinMissionDifficulty, float MaxMissionDifficulty) {
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}
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bool UFortMatchmakingContext::StartOnboardingMission() {
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return false;
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}
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void UFortMatchmakingContext::StartMatchmaking() {
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}
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void UFortMatchmakingContext::StartCriticalMission(float MinMissionDifficulty, float MaxMissionDifficulty) {
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}
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void UFortMatchmakingContext::SetMatchmakingFlowActive(bool InFlow) {
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}
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void UFortMatchmakingContext::SetCustomMatchmakingKey(const FString& Key) {
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}
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void UFortMatchmakingContext::ReadyUp() {
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}
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bool UFortMatchmakingContext::NeedToCheckRejoinStatus() {
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return false;
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}
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bool UFortMatchmakingContext::JoinFromLobby() {
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return false;
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}
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bool UFortMatchmakingContext::IsWorldRecordLoaded() {
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return false;
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}
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bool UFortMatchmakingContext::IsWaitingOnUpdateManager() {
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return false;
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}
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bool UFortMatchmakingContext::IsOutpostPermitted() const {
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return false;
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}
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bool UFortMatchmakingContext::IsMatchmakingLocal() const {
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return false;
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}
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bool UFortMatchmakingContext::IsMatchmakingFlowActive() const {
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return false;
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}
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bool UFortMatchmakingContext::IsJoinableGameAvailable() {
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return false;
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}
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bool UFortMatchmakingContext::IsInputBasedMatchmakingEnabled() const {
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return false;
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}
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bool UFortMatchmakingContext::IsInLobby() const {
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return false;
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}
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bool UFortMatchmakingContext::IsCustomMatchmakingKeyEnabled() const {
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return false;
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}
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bool UFortMatchmakingContext::IsConnectedToGame() const {
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return false;
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}
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bool UFortMatchmakingContext::HasBroadcasterToken() const {
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return false;
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}
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FText UFortMatchmakingContext::GetMatchmakingFillText(bool bDesiredFill) {
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return FText::GetEmpty();
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}
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float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining() {
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return 0.0f;
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}
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AFortLobbyBeaconClient* UFortMatchmakingContext::GetLobbyBeaconClient() const {
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return NULL;
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}
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FText UFortMatchmakingContext::GetLegacyNonInputBasedPlayAgainstText() {
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return FText::GetEmpty();
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}
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ECommonInputType UFortMatchmakingContext::GetInputBasedMatchmakingPool(bool& bIsDefaultPool, bool& bEntirePartyUsingTargetPoolInput) {
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return ECommonInputType::MouseAndKeyboard;
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}
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FString UFortMatchmakingContext::GetCustomMatchmakingKey() const {
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return TEXT("");
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}
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void UFortMatchmakingContext::EnterOutpost() {
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}
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void UFortMatchmakingContext::DisplayAntiTaxiError() {
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}
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void UFortMatchmakingContext::DisconnectFromLobby() {
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}
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void UFortMatchmakingContext::CheckRejoinStatus() {
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}
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void UFortMatchmakingContext::CancelMatchmaking() {
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}
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UFortMatchmakingContext::UFortMatchmakingContext() {
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bMatchmakingFlowActive = false;
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}
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