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

68 lines
2.5 KiB
C++
Executable file

#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<APlayerCharacter> 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;
}