mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
61 lines
1.5 KiB
C++
61 lines
1.5 KiB
C++
#include "PartyDisplayManager.h"
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void APartyDisplayManager::OnPawnTouchReleased(TEnumAsByte<ETouchIndex::Type> FingerIndex, AActor* TouchedActor) {
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}
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void APartyDisplayManager::OnPawnEndCursorOver(AActor* TouchedActor) {
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}
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void APartyDisplayManager::OnPawnClicked(AActor* TouchedActor, FKey ButtonPressed) {
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}
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void APartyDisplayManager::OnPawnBeginCursorOver(AActor* TouchedActor) {
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}
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void APartyDisplayManager::NotifyPrefabChanged(AActor* PrefabActor, UFortItem* CurrentItem) {
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}
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void APartyDisplayManager::HandleItemsShown(const TArray<UFortItem*>& ItemShown, const FGuid& RequestID) {
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}
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void APartyDisplayManager::HandleCharacterCustomizationFinished(AFortPlayerPawn* Pawn) {
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}
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FUniqueNetIdRepl APartyDisplayManager::GetPlayerIdFromPartyMemberIndex(int32 PartyMemberIndex) const {
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return FUniqueNetIdRepl{};
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}
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bool APartyDisplayManager::GetPartyMemberIndexByPlayerPawn(const AFortPlayerPawn* PlayerPawn, int32& OutPlayerIndex) const {
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return false;
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}
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AFortPlayerPawn* APartyDisplayManager::GetHeroPlayerPawnForCurrentDisplayedItem() {
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return NULL;
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}
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FFortAthenaLoadout APartyDisplayManager::GetCosmeticLoadoutForCurrentDisplayedItem() const {
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return FFortAthenaLoadout{};
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}
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void APartyDisplayManager::BeginLoadingAssetsForItem(UFortItem* ItemToView, const TArray<TSoftObjectPtr<UObject>>& AssetsToLoad, const FGuid& RequestID) {
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}
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APartyDisplayManager::APartyDisplayManager() {
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VaultPlacementActor = NULL;
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VaultWeaponPlacementActor = NULL;
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PlayerInMatchHoloMaterial = NULL;
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IsPlayingCelebrateFX = false;
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}
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