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

202 lines
9.6 KiB
C++

#include "FortMissionLibrary.h"
#include "Templates/SubclassOf.h"
bool UFortMissionLibrary::UnregisterForMissionEvents(AActor* ActorToUnregister, FGuid MissionGuid) {
return false;
}
bool UFortMissionLibrary::TeleportPlayerPawn(AFortPlayerPawn* PlayerPawn, FVector DestLocation, FRotator DestRotation, bool bIgnoreCollision, bool bIgnoreSupplementalKillVolumeSweep) {
return false;
}
void UFortMissionLibrary::TeleportPawnNearLocation(AFortPawn* Pawn, FVector DestLocation) {
}
void UFortMissionLibrary::StopAIEncounterAgainstActor(UObject* WorldContextObject, AActor* TargetActor) {
}
void UFortMissionLibrary::StopAIEncounter(UObject* WorldContextObject, UFortAIEncounterInfo* ActiveEncounter, EFortObjectiveStatus ObjectiveStatus) {
}
void UFortMissionLibrary::StartPlayingMission(UObject* WorldContextObject, const FGuid& MissionGuid) {
}
UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf<UFortAIEncounterInfo> EncounterTemplate, AActor* TargetActor, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) {
return NULL;
}
UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf<UFortAIEncounterInfo> EncounterTemplate, AActor* TargetActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) {
return NULL;
}
bool UFortMissionLibrary::SpawnPlacementMissionActor(UObject* WorldContextObject, const TSubclassOf<AActor>& ActorToSpawn, const FVector& SpawnLocation, const FRotator& SpawnRotation, AActor* PlacementLocationActor, AActor*& OutSpawnedActor) {
return false;
}
AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(UObject* WorldContextObject, FGuid MissionGuid, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector position, FVector Direction, int32 OverrideMaxStackCount) {
return NULL;
}
AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(UObject* WorldContextObject, FGuid MissionGuid, UFortMissionItemDefinition* MissionItemDefinition, FVector StartPosition, AFortPawn* TargetPawn) {
return NULL;
}
ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(UObject* WorldContextObject, FGuid MissionGuid, TSubclassOf<ABuildingActor> BuildingClass, const FTransform& Transform) {
return NULL;
}
TArray<AActor*> UFortMissionLibrary::SpawnAtPlacementActorsHelper(UObject* WorldContextObject, UClass* Entries, bool& bSucceeded) {
return TArray<AActor*>();
}
void UFortMissionLibrary::SpawnAndCollectPlayerPickups(UObject* WorldContextObject, AFortPlayerController* PlayerController, FVector StartPosition, FName LootTierGroup, int32 LootTier) {
}
bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance() {
return false;
}
void UFortMissionLibrary::SetWorldSavingEnabled(UObject* WorldContextObject, bool bEnabled) {
}
void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(UObject* WorldContextObject, bool bDoNotDisturb, AFortPlayerController* SpecificPlayer) {
}
bool UFortMissionLibrary::RegisterMissionInfoUIActor(AActor* AttachmentActor, FGuid MissionGuid, FVector AttachementOffset, float MaxVisibleDistance) {
return false;
}
bool UFortMissionLibrary::RegisterForMissionEvents(AActor* ActorToRegister, FGuid MissionGuid) {
return false;
}
int32 UFortMissionLibrary::PollActorsInVolume(UObject* WorldContextObject, UBoxComponent* VolumeBoxComponent, TEnumAsByte<EPollActorsInVolumeTypes::Type> PollBuildingTypes, TSubclassOf<AActor> ActorClassToPoll) {
return 0;
}
void UFortMissionLibrary::PingMinimap(UObject* WorldContextObject, FVector WorldLocation, FLinearColor PingColor, TEnumAsByte<EFortTeam::Type> RequiredTeam) {
}
int32 UFortMissionLibrary::NumBluGloFromPlayerState(AFortPlayerStateZone* PlayerState) {
return 0;
}
int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(AFortPlayerPawn* PlayerPawn) {
return 0;
}
void UFortMissionLibrary::LoadMission(UObject* WorldContextObject, UFortMissionInfo* MissionInfo) {
}
bool UFortMissionLibrary::IsUsingNewMissionGeneration(UObject* WorldContextObject) {
return false;
}
bool UFortMissionLibrary::HasTags(const FGameplayTagContainer& ContainerToCheck, const FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch) {
return false;
}
bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(UObject* WorldContextObject, AFortPlayerController* TargetPlayer, FGuid MissionGuid, UFortSchematicItemDefinition* SchematicDefinition) {
return false;
}
void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(UObject* WorldContextObject, FGuid MissionGuid, AFortPlayerController* PlayerController, FVector StartPosition, float Radius, FName LootTierGroup, int32 LootTier) {
}
void UFortMissionLibrary::GiveMissionRewardsToPlayer(UObject* WorldContextObject, FGuid EventGuid, AFortPlayerController* PlayerController, FText TitleText, FText DescriptionText, FName LootTierGroup, int32 LootTier, float RewardDisplayTime) {
}
void UFortMissionLibrary::GetTieredWaveSet(FName TieredWaveCollectionName, int32 Tier, FTieredWaveSetCollectionData& WaveCollectionInfo, TArray<FTieredWaveSetData>& OutWaveData) {
}
void UFortMissionLibrary::GetTieredWaveBaseWaveLength(UObject* WorldContextObject, FName BaseWaveLengthRowName, float OverrideDifficulty, float& OutBaseWaveLength) {
}
void UFortMissionLibrary::GetTieredWaveBaseNumKills(UObject* WorldContextObject, FName BaseNumOfKillsRowName, float OverrideDifficulty, float& OutBaseNumKills) {
}
void UFortMissionLibrary::GetTieredWaveBaseNumKillPoints(UObject* WorldContextObject, FName BaseNumOfKillPointsRowName, float OverrideDifficulty, float& OutBaseNumKillPoints) {
}
AFortMission* UFortMissionLibrary::GetPrimaryMission(UObject* WorldContextObject) {
return NULL;
}
float UFortMissionLibrary::GetMissionHUDTextLineHeightEstimate(FText Text) {
return 0.0f;
}
AFortMission* UFortMissionLibrary::GetMissionFromGuid(UObject* WorldContextObject, const FGuid& MissionGuid) {
return NULL;
}
TArray<AActor*> UFortMissionLibrary::GetMissionActorsInVectorDirection(UObject* WorldContextObject, TSubclassOf<AActor> ActorSubclass, FVector StartLocation, FVector DirectionToLookForActors, float Angle, float MaxDistance) {
return TArray<AActor*>();
}
TArray<AActor*> UFortMissionLibrary::GetMissionActorsInEncounterDirection(UObject* WorldContextObject, TSubclassOf<AActor> ActorSubclass, FVector StartLocation, TEnumAsByte<EFortEncounterDirection::Type> DirectionToLookForActors, float Angle, float MaxDistance) {
return TArray<AActor*>();
}
int32 UFortMissionLibrary::GetLowestPlayerAccountLevel(UObject* WorldContextObject) {
return 0;
}
int32 UFortMissionLibrary::GetLocalPlayerAccountLevel(UObject* WorldContextObject) {
return 0;
}
float UFortMissionLibrary::GetIronCityWorldDifficulty(int32 AccountLevel) {
return 0.0f;
}
bool UFortMissionLibrary::GetIronCityMinMaxPowerLevels(int32 DifficultyLevel, float& MinPowerLevel, float& MaxPowerLevel) {
return false;
}
AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(UObject* WorldContextObject) {
return NULL;
}
int32 UFortMissionLibrary::GetAveragePlayerAccountLevel(UObject* WorldContextObject) {
return 0;
}
TArray<AFortMission*> UFortMissionLibrary::GetAllLoadedMissions(UObject* WorldContextObject) {
return TArray<AFortMission*>();
}
AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(ABuildingActor* BuildingActor) {
return NULL;
}
TArray<ABuildingActor*> UFortMissionLibrary::FindActorsWithTags(UObject* WorldContextObject, const FGameplayTagContainer& Tags) {
return TArray<ABuildingActor*>();
}
void UFortMissionLibrary::ExecuteMissionEventEx(UObject* WorldContextObject, FFortMissionEventName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) {
}
void UFortMissionLibrary::ExecuteMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) {
}
FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags) {
return FFortMissionEvent{};
}
void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(UObject* WorldContextObject, FVector Origin, FVector BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy) {
}
void UFortMissionLibrary::AdjustWaveBasedGameDifficulty(UObject* WorldContextObject, float fDifficultyAddMod) {
}
void UFortMissionLibrary::AddCompletionTagToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTag NewCompletionTag) {
}
void UFortMissionLibrary::AddCompletionTagsToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTagContainer NewCompletionTagContainer) {
}
UFortMissionLibrary::UFortMissionLibrary() {
}