#include "SeasonsSubsystem.h" FTimespan USeasonsSubsystem::TimeToNewChallenge() { return FTimespan{}; } void USeasonsSubsystem::RerollChallenge(int32 Index) { } void USeasonsSubsystem::OnStatChanged(UObject* WorldContext, UMissionStat* Stat, float Value) { } void USeasonsSubsystem::OnScripChallengeCompleted(UObject* WorldContext, UMissionStat* Stat, float Value) { } void USeasonsSubsystem::IsRewardClaimed(int32 Level, bool& IsNormalClaimed, bool& IsSpecialClaimed) { } bool USeasonsSubsystem::IsNodeUnlocked(int32 TreeOfVanityNodeID) { return false; } bool USeasonsSubsystem::IsNodeBought(int32 TreeOfVanityNodeID) { return false; } void USeasonsSubsystem::InitializeStatsAndChallenges() { } bool USeasonsSubsystem::HasUnclaimedRewards(int32& Level) { return false; } bool USeasonsSubsystem::HasClaimedLevelRewards(int32 startLevel, int32 numberOfLevels) { return false; } bool USeasonsSubsystem::HasClaimedAllRewards() { return false; } int32 USeasonsSubsystem::GetUnusedHearts() { return 0; } int32 USeasonsSubsystem::GetSeasonXPFromMissionXP(AFSDPlayerState* PlayerState) { return 0; } int32 USeasonsSubsystem::GetSeasonXP() { return 0; } int32 USeasonsSubsystem::GetSeasonNumber() const { return 0; } FText USeasonsSubsystem::GetSeasonName() const { return FText::GetEmpty(); } FSeasonMissionResult USeasonsSubsystem::GetSeasonMissionResult() { return FSeasonMissionResult{}; } void USeasonsSubsystem::GetSeasonLevelFromXP(int32 XP, int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) { } void USeasonsSubsystem::GetSeasonLevel(int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) { } bool USeasonsSubsystem::GetSeasonExpiryDate(FDateTime& ExpiryDate) { return false; } void USeasonsSubsystem::GetSeasonBought(bool& isBought) { } void USeasonsSubsystem::GetScriptChallengeInfo(int32& Completed, int32& claimed, int32& Total) { } int32 USeasonsSubsystem::GetNumberOfTokens(UObject* WorldContextObject) { return 0; } int32 USeasonsSubsystem::GetNumberOfSeasonLevels() { return 0; } int32 USeasonsSubsystem::GetNumberOfClaimedPlagueHeartScrips() { return 0; } FSeasonLevel USeasonsSubsystem::GetNextReward() { return FSeasonLevel{}; } int32 USeasonsSubsystem::GetLevelXP(int32 Level) { return 0; } FSeasonLevel USeasonsSubsystem::GetLevelReward(int32 Level) { return FSeasonLevel{}; } void USeasonsSubsystem::GetLevelProgress(int32 Level, float& levelPercent) { } TArray USeasonsSubsystem::GetAssetReferences(int32 ChallengeIndex, USeasonChallenge*& outChallenge) { return TArray(); } TArray USeasonsSubsystem::GetActiveChallenges(bool canGenerateNewChallenge) { return TArray(); } UTextureRenderTarget2D* USeasonsSubsystem::GenerateVanityRewardIcon(UVanityItem* Item, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) { return NULL; } UTextureRenderTarget2D* USeasonsSubsystem::GenerateSkinRewardIcon(UItemSkin* Skin, UPlayerCharacterID* Character, bool bShowCloseUp, FTransform Offset, bool rebuildMesh, FVector2D Size) { return NULL; } UTextureRenderTarget2D* USeasonsSubsystem::GeneratePickaxeRewardIcon(UPickaxePart* part, EPickaxePartLocation PickaxePartLocation, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) { return NULL; } bool USeasonsSubsystem::ConvertHeartsToScrip(int32& scripGained) { return false; } void USeasonsSubsystem::CompleteSeasonEvent_Server(USeasonEventData* inEvent) { } bool USeasonsSubsystem::ClaimScripChallenge() { return false; } bool USeasonsSubsystem::ClaimReward(UObject* WorldContext, AFSDPlayerController* Player, int32 Level, bool isNormalReward) { return false; } void USeasonsSubsystem::CHEAT_SetSeasonMissionResult(int32 XPFromMission, int32 numberOfChallenges, USeasonEventData* Event) { } void USeasonsSubsystem::CHEAT_ResetTimeToNewChallenge() { } void USeasonsSubsystem::CHEAT_ResetReroll() { } void USeasonsSubsystem::CHEAT_AddChallenge() { } bool USeasonsSubsystem::CanRerollChallenge() { return false; } bool USeasonsSubsystem::BuyTreeNode(UObject* WorldContextObject, AFSDPlayerController* Player, int32 TreeOfVanityNodeID) { return false; } USeasonsSubsystem::USeasonsSubsystem() { }