#include "DeepDiveManager.h" #include "FSDEventsHandler.h" void UDeepDiveManager::SetDeepDive(UDeepDive* DeepDive) { } void UDeepDiveManager::ReInitialize() { } void UDeepDiveManager::MarkGivenRewards() { } UGeneratedMission* UDeepDiveManager::GetCurrentSingleMission() const { return NULL; } int32 UDeepDiveManager::GetCurrentDeepDiveStage() const { return 0; } UDeepDive* UDeepDiveManager::GetActiveNormalDeepDive() const { return NULL; } UDeepDive* UDeepDiveManager::GetActiveHardDeepDive() const { return NULL; } UDeepDive* UDeepDiveManager::GetActiveDeepDive() const { return NULL; } UDeepDive* UDeepDiveManager::GenerateDebugDeepDive(TArray stages, UBiome* Biome, bool IsElite) { return NULL; } int32 UDeepDiveManager::FindDeepDiveSeed(UDeepDive* DeepDive) const { return 0; } bool UDeepDiveManager::CompleteCurrentSingleMission() { return false; } UDeepDiveManager::UDeepDiveManager() { this->LockSeed = false; this->EventsHandler = CreateDefaultSubobject(TEXT("EventsHandler")); this->ActiveNormalDeepDive = NULL; this->ActiveHardDeepDive = NULL; this->ActiveDeepDive = NULL; this->DebugDeepDive = NULL; this->CurrentMission = NULL; this->currentDepth = 0.00f; this->BackendDataValid = 0; this->BackendSeed = -1; }