#include "StatusEffectsComponent.h" #include "Templates/SubclassOf.h" bool UStatusEffectsComponent::TryPushActiveStatusEffect(TSubclassOf StatusEffect, AActor* Target, AActor* Owner) { return false; } bool UStatusEffectsComponent::TryPopActiveStatusEffect(TSubclassOf StatusEffect, AActor* Target, AActor* Owner) { return false; } bool UStatusEffectsComponent::PushActiveStatusEffectInstance(UStatusEffect* StatusEffect, AActor* Owner) { return false; } bool UStatusEffectsComponent::PushActiveStatusEffect(TSubclassOf StatusEffect, AActor* Owner) { return false; } void UStatusEffectsComponent::PopAllActiveStatusEffectsOfType(TSubclassOf StatusEffect, AActor* Owner) { } void UStatusEffectsComponent::PopAllActiveStatusEffects(AActor* Owner) { } bool UStatusEffectsComponent::PopActiveStatusEffectInstance(UStatusEffect* StatusEffect, AActor* Owner) { return false; } bool UStatusEffectsComponent::PopActiveStatusEffect(TSubclassOf StatusEffect, AActor* Owner) { return false; } void UStatusEffectsComponent::OnDeath(UHealthComponentBase* HealthComponent) { } bool UStatusEffectsComponent::HasActiveEffect(TSubclassOf StatusEffect) const { return false; } int32 UStatusEffectsComponent::GetStackAmount(TSubclassOf StatusEffect, AActor* Owner) const { return 0; } int32 UStatusEffectsComponent::GetFullStackAmount(TSubclassOf StatusEffect) const { return 0; } UStatusEffect* UStatusEffectsComponent::CreateStatusEffectInstance(TSubclassOf StatusEffect, UObject* Owner) { return NULL; } UStatusEffectsComponent::UStatusEffectsComponent() { this->OwnerHealth = NULL; this->IgnoreAll = false; }