mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
#include "FortObjectiveBase.h"
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#include "FortMissionTimerComponent.h"
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#include "Net/UnrealNetwork.h"
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void AFortObjectiveBase::UnpauseObjectiveTimer() {
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}
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void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const FString& Description, UFortBadgeItemDefinition* ExtraBadgeToGrant) {
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}
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bool AFortObjectiveBase::StartPlayingObjective() {
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return false;
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}
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void AFortObjectiveBase::SetUIVisibilityOverride(EFortMissionVisibilityOverride InVisibilityOverride) {
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}
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void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible) {
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}
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void AFortObjectiveBase::SetObjectiveTimer(const FString& FunctionName, float TimerLength, bool bStartPaused) {
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}
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void AFortObjectiveBase::PauseObjectiveTimer() {
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}
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void AFortObjectiveBase::OnRep_ObjectiveVisibilityOverride() {
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}
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void AFortObjectiveBase::OnRep_ObjectiveStatus() {
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}
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void AFortObjectiveBase::OnRep_bIsObjectiveVisible() {
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}
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bool AFortObjectiveBase::IsRelevantToTeam(uint8 Team) const {
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return false;
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}
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bool AFortObjectiveBase::IsRelevantToASpecificTeam() const {
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return false;
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}
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bool AFortObjectiveBase::IsObjectiveTimerPaused() const {
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return false;
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}
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void AFortObjectiveBase::GrantRewardsByTag(const FGameplayTag RewardTag, TEnumAsByte<EFortRewardType::Type> RewardType) {
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}
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UFortMissionTimerComponent* AFortObjectiveBase::GetTimerComponent() const {
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return NULL;
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}
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void AFortObjectiveBase::GetRewardItemsByTag(const FGameplayTag RewardTag, TArray<UFortWorldItemDefinition*>& OutRewardItems) {
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}
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float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const {
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return 0.0f;
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}
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FText AFortObjectiveBase::GetObjectiveDisplayString() const {
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return FText::GetEmpty();
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}
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FGuid AFortObjectiveBase::GetMissionGuid() const {
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return FGuid{};
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}
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AFortMission* AFortObjectiveBase::GetMission() const {
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return NULL;
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}
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void AFortObjectiveBase::EnableTick(bool bEnabled) {
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}
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void AFortObjectiveBase::ClearObjectiveTimer() {
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}
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void AFortObjectiveBase::AttemptMissionSave(const FString& OptionalSaveName) {
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}
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void AFortObjectiveBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortObjectiveBase, ObjectiveHandle);
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DOREPLIFETIME(AFortObjectiveBase, bIsObjectiveVisible);
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DOREPLIFETIME(AFortObjectiveBase, VisibilityOverride);
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DOREPLIFETIME(AFortObjectiveBase, bIsProgressBarHidden);
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DOREPLIFETIME(AFortObjectiveBase, ObjectiveAudiblity);
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DOREPLIFETIME(AFortObjectiveBase, ObjectiveStatus);
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}
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AFortObjectiveBase::AFortObjectiveBase() {
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ObjectiveRewardBadge = NULL;
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bStartPlayingOnMissionStart = true;
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bAcceptsMissionEventsWhenFinished = false;
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MissionRequirement = EFortObjectiveRequirement::Optional;
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bIsObjectiveVisible = true;
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VisibilityOverride = EFortMissionVisibilityOverride::Visible;
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bIsProgressBarHidden = false;
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ObjectiveAudiblity = EFortMissionAudibility::UseVisibility;
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bRelevantToSpecificTeam = false;
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RelevantTeam = EFortTeam::HumanCampaign;
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ObjectiveStatus = EFortObjectiveStatus::Created;
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TimerComponent = CreateDefaultSubobject<UFortMissionTimerComponent>(TEXT("TimerComponent0"));
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}
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