DRG-Femboy-Voice/Source/FSD/Private/PlayerCharacterFunctionLibrary.cpp
2025-04-15 12:39:31 -07:00

33 lines
1.4 KiB
C++
Executable file

#include "PlayerCharacterFunctionLibrary.h"
bool UPlayerCharacterFunctionLibrary::SetPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, bool Mute, bool TrySystemWide, int32 localUserNum) {
return false;
}
bool UPlayerCharacterFunctionLibrary::IsPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, int32 localUserNum) {
return false;
}
APlayerCharacter* UPlayerCharacterFunctionLibrary::GetRandomPlayer(UObject* WorldContextObject, bool MustBeAlive, bool MustNotBeParalyzed) {
return NULL;
}
APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestVisiblePlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustNotBeParalyzed) {
return NULL;
}
APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayerToPosition(UObject* WorldContextObject, FVector Position, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) {
return NULL;
}
APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayerFrom(UObject* WorldContext, FVector From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) {
return NULL;
}
APlayerCharacter* UPlayerCharacterFunctionLibrary::GetNearestPlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly) {
return NULL;
}
UPlayerCharacterFunctionLibrary::UPlayerCharacterFunctionLibrary() {
}