#include "GeneratedMission.h" #include "Templates/SubclassOf.h" bool UGeneratedMission::IsSingleMission() const { return false; } bool UGeneratedMission::IsPlagueMission() const { return false; } bool UGeneratedMission::IsLocked(AFSDPlayerController* Player) const { return false; } bool UGeneratedMission::IsDeepDive() const { return false; } FObjectiveMissionIcon UGeneratedMission::GetSecondaryObjectiveIcon() const { return FObjectiveMissionIcon{}; } TSubclassOf UGeneratedMission::GetPLS() const { return NULL; } TArray UGeneratedMission::GetMutators(TSubclassOf mutatorClass) const { return TArray(); } float UGeneratedMission::GetMissionScale() const { return 0.0f; } UMissionDNA* UGeneratedMission::GetMissionDNA() const { return NULL; } AProceduralSetup* UGeneratedMission::CreatePLS(int32 NewSeed) { return NULL; } bool UGeneratedMission::AreMissionsEqual(UGeneratedMission* Other) const { return false; } UGeneratedMission::UGeneratedMission() { this->Biome = NULL; this->Seed = 0; this->GlobalSeed = 0; this->Template = NULL; this->PrimaryObjective = NULL; this->MissionMutator = NULL; this->ComplexityLimit = NULL; this->DurationLimit = NULL; this->MissionDNA = NULL; this->MissionStructure = EMissionStructure::SingleMission; this->IsInSeasonEventZone = false; this->CanHaveMutators = false; }