#include "FSDPlayerController.h" #include "FSDWidgetEffectsComponent.h" #include "PerkUsageComponent.h" #include "Templates/SubclassOf.h" #include "TerrainLatejoinComponent.h" void AFSDPlayerController::ToggleVoiceOn(bool Enabled) { } void AFSDPlayerController::SpawnHUDLocal(TSubclassOf hudClass) { } void AFSDPlayerController::ShowTutorialWidget(TSubclassOf TutorialWidget, bool ignoreQueue) { } void AFSDPlayerController::ShowTutorialHint(const FText& Text, const FText& Title, const FText& TaskText, UTexture2D* Image, float Duration) { } void AFSDPlayerController::SetPlayerStart(AActor* Start) { } void AFSDPlayerController::SetAchievementProgressFromServer_Implementation(UFSDAchievement* AchievementToSet, float Progress) { } void AFSDPlayerController::ServerSetUserHoldToRun_Implementation(bool Value) { } void AFSDPlayerController::Server_TravelDone_Implementation() { } void AFSDPlayerController::Server_TakeDamageFrom_Implementation(UDamageComponent* Damage, FVector Location) { } void AFSDPlayerController::Server_SetLateJoinDone_Implementation() { } void AFSDPlayerController::Server_SetGenerationStatus_Implementation(const FString& Status, float Fraction) { } void AFSDPlayerController::Server_SetGenerationFraction_Implementation(float Fraction) { } void AFSDPlayerController::Server_SetGenerationDone_Implementation() { } void AFSDPlayerController::Server_SetExtraEndScreenTime_Implementation(float extraTime) { } void AFSDPlayerController::Server_SetControllerReady_Implementation() { } void AFSDPlayerController::Server_ResetHUD_Implementation() { } void AFSDPlayerController::Server_Relay_SetArmorIndexDestroyed_Implementation(USimpleArmorDamageComponent* ArmorComponent, int32 Index, EArmorDamageType DamageType) { } void AFSDPlayerController::Server_NewMessage_Implementation(const FString& Sender, const FString& Text, EChatSenderType SenderType) { } void AFSDPlayerController::Server_DrawProjectileDebugPath_Implementation(bool bDraw) { } void AFSDPlayerController::SendLevelUpStatistics(const int32 currentRank) { } void AFSDPlayerController::ReadyToContinueFromEndScreen_Implementation() { } void AFSDPlayerController::OnSaveGamePlayerProgressChanged(int32 Rank, int32 Stars) { } void AFSDPlayerController::OnSaveGameCreditsChanged(int32 Credits) { } void AFSDPlayerController::OnSaveGameCharacterProgressChanged(TSubclassOf CharacterClass, int32 Level, float Progress) { } void AFSDPlayerController::OnPlayerStateSelectedCharacterChanged(TSubclassOf CharacterClass) { } void AFSDPlayerController::HideTutorialHint(bool watched) { } bool AFSDPlayerController::GetUseToggleTerrainScanner() { return false; } bool AFSDPlayerController::GetUseToggleLaserpointer() { return false; } bool AFSDPlayerController::GetUseHoldToRun() { return false; } AActor* AFSDPlayerController::GetPlayerStart() { return NULL; } AFSDPlayerState* AFSDPlayerController::GetFSDPlayerState() const { return NULL; } void AFSDPlayerController::FlushRender() { } AActor* AFSDPlayerController::FindPlayerStart(UPlayerCharacterID* characterID) { return NULL; } void AFSDPlayerController::EndLevel() { } void AFSDPlayerController::Client_PlayCue_Implementation(USoundCue* SoundCue) { } void AFSDPlayerController::Client_EndLevel_WaitForData_Implementation(bool areObjectivesCompleted, int32 numberOfPlayersInPod) { } void AFSDPlayerController::Client_CollectVanityItem_Implementation(UTreasureRewarder* rewarder, UVanityItem* targetItem, UPlayerCharacterID* targetCharacter) { } void AFSDPlayerController::Client_CollectTreasureVictoryPose_Implementation(UTreasureRewarder* rewarder, UVictoryPose* targetPose, UPlayerCharacterID* targetCharacter) { } void AFSDPlayerController::Client_CollectTreasureSkin_Implementation(UTreasureRewarder* rewarder, UItemSkin* targetSkin, UItemID* targetItem) { } void AFSDPlayerController::Client_CollectPickaxePart_Implementation(const UTreasureRewarder* rewarder, UPickaxePart* targetPart) { } AFSDPlayerController::AFSDPlayerController() { this->PerkUsageComponent = CreateDefaultSubobject(TEXT("PerkUsageCompent")); this->LateJoinComponent = CreateDefaultSubobject(TEXT("TerrainLateJoin")); this->IsOnSpaceRig = false; this->bReceivedEndLevel = false; this->ServerTravelDone = true; this->WidgetEffects = CreateDefaultSubobject(TEXT("WidgetEffects")); this->SpacerigSpawnType = ESpacerigStartType::PlayerHub; this->bDetectGravityChanges = false; }