#include "CharacterVanityComponent.h" #include "Net/UnrealNetwork.h" void UCharacterVanityComponent::UpdateMeshes() { } void UCharacterVanityComponent::UpdateEquippedVanity(bool applyItems) { } void UCharacterVanityComponent::SetEquippedVanityInViewer(const TArray& Vanity) { } void UCharacterVanityComponent::SetDesireSleevelessArmor(UObject* WorldContextObject, UPlayerCharacterID* Character, bool inDesireSleeveless) { } void UCharacterVanityComponent::Server_SetEquippedVanity_Implementation(const FEquippedVanity& equippedItems) { } void UCharacterVanityComponent::Server_SetDesireSleevelessArmor_Implementation(bool useSleeveless) { } void UCharacterVanityComponent::RemoveMedicalGown() { } UVanityItem* UCharacterVanityComponent::Receive_GetEquippedVanityItem(UObject* WorldContextObject, UPlayerCharacterID* Character, EVanitySlot Slot) { return NULL; } bool UCharacterVanityComponent::Receive_GetDesireSleevelessArmor(UObject* WorldContextObject, UPlayerCharacterID* Character) { return false; } void UCharacterVanityComponent::OnRep_EquippedVanity() { } void UCharacterVanityComponent::OnRep_DesireSleeveless() { } bool UCharacterVanityComponent::HasSpawnedInMedbay() const { return false; } UVanityItem* UCharacterVanityComponent::GetEquippedVanityItem(EVanitySlot Slot, bool ignorePreviewItems) const { return NULL; } bool UCharacterVanityComponent::GetDesireSleevelessArmor() const { return false; } UCharacterVanityItems* UCharacterVanityComponent::GetAvailableVanityItems() const { return NULL; } void UCharacterVanityComponent::EquipMedicalGown() { } void UCharacterVanityComponent::EnforceValidPaintjob() { } void UCharacterVanityComponent::CreateEquippedGear() { } void UCharacterVanityComponent::Client_RemoveMedicalGown_Implementation() { } void UCharacterVanityComponent::Client_EquipMedicalGown_Implementation() { } void UCharacterVanityComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCharacterVanityComponent, EquippedVanity); DOREPLIFETIME(UCharacterVanityComponent, DesireSleevelessArmor); } UCharacterVanityComponent::UCharacterVanityComponent() { this->AvailableVanityItems = NULL; this->ShownBeardColor = NULL; this->ArmorMaterial = NULL; this->ArmorClothMaterial = NULL; this->DynamicSkinMaterial = NULL; this->HeadVanityType = EHeadVanityType::HairOnly; this->PreviewedItem = NULL; this->PreviewedArmorMaterial = NULL; this->SkinMaterial = NULL; this->DesireSleevelessArmor = false; }