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

227 lines
7.6 KiB
C++
Executable file

#include "ActorFunctionLibrary.h"
#include "Templates/SubclassOf.h"
void UActorFunctionLibrary::UnlockSpecificCharacters(TArray<APlayerCharacter*> Characters, ECharacterState UnlockIf, ECharacterState UnlockTo) {
}
void UActorFunctionLibrary::UnlockCharacters(UObject* WorldContextObject) {
}
float UActorFunctionLibrary::TimeSince(UObject* WorldContextObject, float Time) {
return 0.0f;
}
void UActorFunctionLibrary::SetScalarParameters(FName ParameterName, float Value, const TArray<UMaterialInstanceDynamic*>& Materials) {
}
void UActorFunctionLibrary::PlayCueOnClient(APlayerController* Target, USoundCue* cue) {
}
void UActorFunctionLibrary::PlayCueOnAll(UObject* WorldContextObject, USoundCue* cue) {
}
float UActorFunctionLibrary::PingPong(float Time, float Length, bool normalize) {
return 0.0f;
}
float UActorFunctionLibrary::MoveTowards(float Current, float End, float step) {
return 0.0f;
}
void UActorFunctionLibrary::LockSpecificCharactersIfState(TArray<APlayerCharacter*> Characters, ECharacterState stateToLock) {
}
void UActorFunctionLibrary::LockSpecificCharacters(TArray<APlayerCharacter*> Characters) {
}
bool UActorFunctionLibrary::LockSpecificCharacterIfState(APlayerCharacter* Character, ECharacterState LockIf, ECharacterState LockTo) {
return false;
}
void UActorFunctionLibrary::LockCharacters(UObject* WorldContextObject) {
}
TSubclassOf<UWindowWidget> UActorFunctionLibrary::LoadWindowWidgetClass(TSoftClassPtr<UWindowWidget> WidgetClass) {
return NULL;
}
TSubclassOf<UUserWidget> UActorFunctionLibrary::LoadWidgetClass(TSoftClassPtr<UUserWidget> WidgetClass) {
return NULL;
}
UClass* UActorFunctionLibrary::LoadClass(TSoftClassPtr<UObject> softReference) {
return NULL;
}
void UActorFunctionLibrary::KillActorWithEffects(AActor* Actor, USceneComponent* visualsToHide, USoundCue* deathSound, UFXSystemAsset* deathParticles, float particleScale, UPathfinderCollisionComponent* pathColliderToDisable) {
}
bool UActorFunctionLibrary::IsWeakPoint(UFSDPhysicalMaterial* Material) {
return false;
}
bool UActorFunctionLibrary::IsSingleplayer(UObject* WorldContextObject) {
return false;
}
bool UActorFunctionLibrary::IsInRangeOfLocalPlayer(AActor* toActor, float MinDistance, float MaxDistance) {
return false;
}
bool UActorFunctionLibrary::IsCloseToLocalPlayer(AActor* toActor, float Distance) {
return false;
}
int32 UActorFunctionLibrary::GetTotalHeroLevels(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
return 0;
}
FGuid UActorFunctionLibrary::GetSaveGameIDFromCharacterID(UPlayerCharacterID* characterID) {
return FGuid{};
}
FGuid UActorFunctionLibrary::GetSavegameID(UClass* objectClass) {
return FGuid{};
}
TArray<APlayerCharacter*> UActorFunctionLibrary::GetPlayersInRange(UObject* WorldContextObject, const FVector& Origin, float Radius, bool MustBeAlive) {
return TArray<APlayerCharacter*>();
}
UItemID* UActorFunctionLibrary::GetItemID(TSubclassOf<AActor> itemClass) {
return NULL;
}
float UActorFunctionLibrary::GetHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
return 0.0f;
}
FText UActorFunctionLibrary::GetHeroSwitchToMessage(TSubclassOf<APlayerCharacter> playerClass) {
return FText::GetEmpty();
}
FString UActorFunctionLibrary::GetHeroSourceName(TSubclassOf<APlayerCharacter> playerClass) {
return TEXT("");
}
float UActorFunctionLibrary::GetHeroProgress(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
return 0.0f;
}
FText UActorFunctionLibrary::GetHeroName(TSubclassOf<APlayerCharacter> playerClass) {
return FText::GetEmpty();
}
int32 UActorFunctionLibrary::GetHeroLevel(UObject* WorldContextObject, UPlayerCharacterID* characterID) {
return 0;
}
UInventoryList* UActorFunctionLibrary::GetHeroInventoryList(UPlayerCharacterID* characterID) {
return NULL;
}
FHeroInfo UActorFunctionLibrary::GetHeroInfo(TSubclassOf<APlayerCharacter> playerClass) {
return FHeroInfo{};
}
UTexture2D* UActorFunctionLibrary::GetHeroImageSmall(TSubclassOf<APlayerCharacter> playerClass) {
return NULL;
}
UTexture2D* UActorFunctionLibrary::GetHeroImageFullSize(TSubclassOf<APlayerCharacter> playerClass) {
return NULL;
}
UTexture2D* UActorFunctionLibrary::GetHeroImage(TSubclassOf<APlayerCharacter> playerClass) {
return NULL;
}
FLinearColor UActorFunctionLibrary::GetHeroColor(TSubclassOf<APlayerCharacter> playerClass) {
return FLinearColor{};
}
UActorComponent* UActorFunctionLibrary::GetComponentFromClass(TSubclassOf<AActor> Actor, TSubclassOf<UActorComponent> ComponentClass) {
return NULL;
}
UActorComponent* UActorFunctionLibrary::GetComponentByClass(AActor* Actor, TSubclassOf<UActorComponent> ComponentClass) {
return NULL;
}
UPlayerCharacterID* UActorFunctionLibrary::GetCharacterIDFromCharacter(APlayerCharacter* Character) {
return NULL;
}
UPlayerCharacterID* UActorFunctionLibrary::GetCharacterID(TSubclassOf<APlayerCharacter> playerClass) {
return NULL;
}
TArray<APlayerCharacter*> UActorFunctionLibrary::GetAllPlayerCharacters(UObject* WorldContext) {
return TArray<APlayerCharacter*>();
}
FVector UActorFunctionLibrary::GetActorTargetCenter(AActor* TargetActor) {
return FVector{};
}
void UActorFunctionLibrary::FSDRemoveBlendable(UPostProcessComponent* PostProcessComponent, TScriptInterface<IBlendableInterface> InBlendableObject) {
}
void UActorFunctionLibrary::FSDRemoveAllWidgets(UObject* WorldContextObject) {
}
void UActorFunctionLibrary::FSDDumpCallStack(const FString& Msg) {
}
APlayerCharacter* UActorFunctionLibrary::FindNearestPlayerCharacter(UObject* WorldContextObject, FVector fromLocation, float MaxRadius, bool MustBeAlive, bool MustBeUnparalyzed, bool MustHaveLineOfSight) {
return NULL;
}
FVector UActorFunctionLibrary::FindLatejoinDroppodLocation(AFSDGameMode* GameMode) {
return FVector{};
}
AActor* UActorFunctionLibrary::FindClosestEnemyFromLocation(const FVector& fromLocation, float range, bool LineOfSightCheck, UObject* WorldContextObject, const TArray<AActor*>& IgnoredActors, const FVector& Offset, bool onlyTargetable) {
return NULL;
}
AActor* UActorFunctionLibrary::FindClosestEnemyFromActorWithSkipChance(AActor* FromActor, float range, float SkipChance, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, FVector Offset) {
return NULL;
}
AActor* UActorFunctionLibrary::FindClosestEnemyFromActor(AActor* FromActor, float range, bool LineOfSightCheck, const FGameplayTagQuery& tagQuery, const FVector& Offset) {
return NULL;
}
FVector UActorFunctionLibrary::FindCharacterTeleportLocation(UObject* WorldContextObject, const FVector& closeToLocation, float desiredDistance) {
return FVector{};
}
void UActorFunctionLibrary::FadeMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) {
}
float UActorFunctionLibrary::EvaluateRuntimeCurve(UObject* WorldContextObject, const FRuntimeFloatCurve& Curve, float Time) {
return 0.0f;
}
void UActorFunctionLibrary::DissolveMaterials(const UObject* WorldContextObject, UMeshComponent*& Mesh, float Duration) {
}
TArray<UMaterialInstanceDynamic*> UActorFunctionLibrary::CreateDynamicMaterialInstances(UMeshComponent* Mesh) {
return TArray<UMaterialInstanceDynamic*>();
}
float UActorFunctionLibrary::AddHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID, float Amount) {
return 0.0f;
}
void UActorFunctionLibrary::AddEnemyKill(APlayerCharacter* Instigator, UEnemyComponent* EnemyComponent, AFSDGameState* GameState) {
}
bool UActorFunctionLibrary::ActorMatchesTagQuery(const FGameplayTagQuery& Query, const AActor* InActor) {
return false;
}
UActorFunctionLibrary::UActorFunctionLibrary() {
}