#include "CommunicationComponent.h" #include "Templates/SubclassOf.h" void UCommunicationComponent::ShoutCustomOrDefault(UDialogDataAsset* CustomShout, EShoutType DefaultShout) { } void UCommunicationComponent::ShoutCustomLocalOnly(UDialogDataAsset* NewShout) { } void UCommunicationComponent::ShoutCustomClosestDwarf(UObject* WorldContext, UDialogDataAsset* NewShout, FVector TargetLocation) { } void UCommunicationComponent::ShoutCustom(UDialogDataAsset* NewShout) { } void UCommunicationComponent::Shout(EShoutType NewShout) { } void UCommunicationComponent::SetMissionControlPaused(bool IsPaused) { } void UCommunicationComponent::ServerShout_Implementation(UDialogDataAsset* NewShout) { } void UCommunicationComponent::ServerMissionShout_Implementation(UDialogDataAsset* NewShout, int32 Index, bool bPriority) { } UAudioComponent* UCommunicationComponent::PlayPitchedByClass(UObject* WorldContextObject, TSubclassOf CharacterClass, USoundBase* Sound, UDialogDataAsset* NewShout, EShoutType ShoutType, UAudioComponent* AudioComponent) { return NULL; } void UCommunicationComponent::PlayPitchedAsync(UDialogDataAsset* NewShout, EShoutType ShoutType, bool IgnoreCoolDown, UAudioComponent* AudioComponent, UObject* WorldContextObject, float shoutVolumeMultiplier, EAsyncLoadPriority Priority) { } UAudioComponent* UCommunicationComponent::PlayPitched(USoundBase* Sound, UDialogDataAsset* NewShout, EShoutType ShoutType, bool IgnoreCoolDown, UAudioComponent* AudioComponent, UObject* WorldContextObject) { return NULL; } int32 UCommunicationComponent::MissionShoutLocally(UObject* WorldContext, UDialogDataAsset* NewShout) { return 0; } void UCommunicationComponent::MissionShout(UObject* WorldContext, UDialogDataAsset* NewShout, bool bPriority) { } bool UCommunicationComponent::IsMissionControlSpeaking() const { return false; } void UCommunicationComponent::ClientShout_Implementation(APlayerCharacter* Sender, UDialogDataAsset* NewShout, int32 Index) { } void UCommunicationComponent::ClientMissionShout_Implementation(UDialogDataAsset* NewShout, int32 Index, bool bPriority) { } UCommunicationComponent::UCommunicationComponent() { this->ShoutingEnabled = true; this->ShoutWidgetType = NULL; this->CharacterShouts = NULL; this->PitchMultiplier = 1.00f; this->MinShoutDelay = 1.00f; this->CloseRangeShoutDistance = 1500.00f; this->bMissionControlPaused = false; this->MissionControlAudioComponent = NULL; this->Character = NULL; this->LastShout = NULL; }