mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
#include "FortMissionManager.h"
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#include "Net/UnrealNetwork.h"
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bool AFortMissionManager::ShouldShowSecondaryMissionHeaders() const {
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return false;
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}
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void AFortMissionManager::OnRep_MissionUIActors() {
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}
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void AFortMissionManager::OnRep_Missions() {
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}
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void AFortMissionManager::OnRep_EarnedBadgesArray() {
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}
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void AFortMissionManager::OnRep_CurrentUIFocusedMission() {
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}
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void AFortMissionManager::OnRep_AllMissionEnemyClasses() {
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}
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bool AFortMissionManager::GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnLocationActors) {
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return false;
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}
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bool AFortMissionManager::GetSpawnLocationActorsMatchingEntryItemQuery(UObject* WorldContextObject, const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnLocationActors) {
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return false;
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}
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void AFortMissionManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortMissionManager, BluGloManager);
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DOREPLIFETIME(AFortMissionManager, Missions);
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DOREPLIFETIME(AFortMissionManager, AllMissionEnemyClasses);
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DOREPLIFETIME(AFortMissionManager, MissionUIActors);
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DOREPLIFETIME(AFortMissionManager, CurrentUIFocusedMission);
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DOREPLIFETIME(AFortMissionManager, MissionClosestToPar);
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DOREPLIFETIME(AFortMissionManager, EarnedBadgesArray);
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}
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AFortMissionManager::AFortMissionManager() {
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BluGloManager = NULL;
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CurrentUIFocusedMission = NULL;
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MissionClosestToPar = NULL;
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bDisplaySecondaryMissionHeaders = true;
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}
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