44 lines
1.4 KiB
C++
Executable file
44 lines
1.4 KiB
C++
Executable file
#include "DamageFunctionLibrary.h"
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void UDamageFunctionLibrary::SetPhysicalMaterialOnHit(UFSDPhysicalMaterial* PhysMat, FHitResult& Hit) {
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}
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bool UDamageFunctionLibrary::IsGibbedDeath(const TArray<UDamageTag*>& Tags) {
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return false;
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}
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bool UDamageFunctionLibrary::IsExplosiveDeath(UObject* WorldContext, UPawnStatsComponent* PawnStats, const TArray<UDamageTag*>& Tags) {
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return false;
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}
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bool UDamageFunctionLibrary::IsCorrosiveDeath(UDamageClass* DamageClass, const TArray<UDamageTag*>& Tags) {
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return false;
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}
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bool UDamageFunctionLibrary::IsCookedDeath(const TArray<UDamageTag*>& Tags) {
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return false;
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}
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bool UDamageFunctionLibrary::IsBurnDeath(UDamageClass* DamageClass, const TArray<UDamageTag*>& Tags) {
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return false;
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}
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FVector UDamageFunctionLibrary::GetForceFromDamageImpulse(AActor*& Target, const FDamageData& DamageData) {
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return FVector{};
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}
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UDamageImpulse* UDamageFunctionLibrary::GetDamageImpulse(const FDamageData& DamageData) {
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return NULL;
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}
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int32 UDamageFunctionLibrary::FindClosestBoneIndex(USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) {
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return 0;
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}
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FName UDamageFunctionLibrary::FindClosestBone(USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) {
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return NAME_None;
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}
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UDamageFunctionLibrary::UDamageFunctionLibrary() {
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}
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