#include "InventoryComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void UInventoryComponent::UpdateFromSaveGameInSlot(EItemCategory Category) { } void UInventoryComponent::StartGrenadeThrow() { } void UInventoryComponent::Server_ThrowItem_Implementation(AActor* Item, FVector force, bool PlayMontage) { } void UInventoryComponent::Server_ThrowFlare_Implementation() { } void UInventoryComponent::ResupplyGrenades(float percentage) { } void UInventoryComponent::Resupply(float percentage) { } void UInventoryComponent::PickupItemInstance(AItem* Item) { } AItem* UInventoryComponent::PickupItem(TSubclassOf itemClass) { return NULL; } void UInventoryComponent::OnRep_FlareClass() { } bool UInventoryComponent::IsTerrainScannerEquipped() const { return false; } bool UInventoryComponent::HasPickedUpItem() const { return false; } bool UInventoryComponent::HasDrink() const { return false; } int32 UInventoryComponent::GetTotalAmmoLeft() const { return 0; } ARecallableSentryGunItem* UInventoryComponent::GetRecallableSentryGunItem() const { return NULL; } AItem* UInventoryComponent::GetOrCreateUnlistedItem(TSubclassOf ItemType) { return NULL; } AItem* UInventoryComponent::GetItem(EItemCategory Category) const { return NULL; } AItem* UInventoryComponent::GetEquippedItem() const { return NULL; } AActor* UInventoryComponent::GetCarriedItem() const { return NULL; } bool UInventoryComponent::EquipCategory(EItemCategory Category) { return false; } void UInventoryComponent::Equip(AItem* Item) { } void UInventoryComponent::EndGrenadeThrow() { } void UInventoryComponent::DropPickedupItem() { } void UInventoryComponent::Client_Resupply_Implementation(float percentage) { } void UInventoryComponent::AnimationNotify2() { } void UInventoryComponent::AnimationNotify1() { } void UInventoryComponent::All_PlayThrowMontage_Implementation(AActor* Item) { } void UInventoryComponent::AddItemClass(TSubclassOf itemClass) { } void UInventoryComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UInventoryComponent, flareClass); } UInventoryComponent::UInventoryComponent() { this->InventoryList = NULL; this->ThrownGrenadeClass = NULL; this->flareClass = NULL; this->OutOfFlaresSound = NULL; this->OutOfFlaresShout = NULL; this->FlareAngle = 0.00f; this->FlareCooldown = 0.00f; this->FlareProductionTime = 0.00f; this->FlareProductionTimeLeft = 0.00f; this->MaxFlares = 0; this->Flares = 0; this->FlareCooldownRemaining = 0.00f; this->bItemsLoaded = false; this->MiningItem = NULL; this->GrenadeItem = NULL; this->LaserPointerItem = NULL; this->TerrainScannerItem = NULL; this->ResupplyItem = NULL; this->RecallableSentryGunItem = NULL; }