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

150 lines
4.5 KiB
C++
Executable file

#include "FSDPlayerController.h"
#include "FSDWidgetEffectsComponent.h"
#include "PerkUsageComponent.h"
#include "Templates/SubclassOf.h"
#include "TerrainLatejoinComponent.h"
void AFSDPlayerController::ToggleVoiceOn(bool Enabled) {
}
void AFSDPlayerController::SpawnHUDLocal(TSubclassOf<AHUD> hudClass) {
}
void AFSDPlayerController::ShowTutorialWidget(TSubclassOf<UTutorialContentWidget> TutorialWidget, bool ignoreQueue) {
}
void AFSDPlayerController::ShowTutorialHint(const FText& Text, const FText& Title, const FText& TaskText, UTexture2D* Image, float Duration) {
}
void AFSDPlayerController::SetPlayerStart(AActor* Start) {
}
void AFSDPlayerController::SetAchievementProgressFromServer_Implementation(UFSDAchievement* AchievementToSet, float Progress) {
}
void AFSDPlayerController::ServerSetUserHoldToRun_Implementation(bool Value) {
}
void AFSDPlayerController::Server_TravelDone_Implementation() {
}
void AFSDPlayerController::Server_TakeDamageFrom_Implementation(UDamageComponent* Damage, FVector Location) {
}
void AFSDPlayerController::Server_SetLateJoinDone_Implementation() {
}
void AFSDPlayerController::Server_SetGenerationStatus_Implementation(const FString& Status, float Fraction) {
}
void AFSDPlayerController::Server_SetGenerationFraction_Implementation(float Fraction) {
}
void AFSDPlayerController::Server_SetGenerationDone_Implementation() {
}
void AFSDPlayerController::Server_SetExtraEndScreenTime_Implementation(float extraTime) {
}
void AFSDPlayerController::Server_SetControllerReady_Implementation() {
}
void AFSDPlayerController::Server_ResetHUD_Implementation() {
}
void AFSDPlayerController::Server_Relay_SetArmorIndexDestroyed_Implementation(USimpleArmorDamageComponent* ArmorComponent, int32 Index, EArmorDamageType DamageType) {
}
void AFSDPlayerController::Server_NewMessage_Implementation(const FString& Sender, const FString& Text, EChatSenderType SenderType) {
}
void AFSDPlayerController::Server_DrawProjectileDebugPath_Implementation(bool bDraw) {
}
void AFSDPlayerController::SendLevelUpStatistics(const int32 currentRank) {
}
void AFSDPlayerController::ReadyToContinueFromEndScreen_Implementation() {
}
void AFSDPlayerController::OnSaveGamePlayerProgressChanged(int32 Rank, int32 Stars) {
}
void AFSDPlayerController::OnSaveGameCreditsChanged(int32 Credits) {
}
void AFSDPlayerController::OnSaveGameCharacterProgressChanged(TSubclassOf<APlayerCharacter> CharacterClass, int32 Level, float Progress) {
}
void AFSDPlayerController::OnPlayerStateSelectedCharacterChanged(TSubclassOf<APlayerCharacter> CharacterClass) {
}
void AFSDPlayerController::HideTutorialHint(bool watched) {
}
bool AFSDPlayerController::GetUseToggleTerrainScanner() {
return false;
}
bool AFSDPlayerController::GetUseToggleLaserpointer() {
return false;
}
bool AFSDPlayerController::GetUseHoldToRun() {
return false;
}
AActor* AFSDPlayerController::GetPlayerStart() {
return NULL;
}
AFSDPlayerState* AFSDPlayerController::GetFSDPlayerState() const {
return NULL;
}
void AFSDPlayerController::FlushRender() {
}
AActor* AFSDPlayerController::FindPlayerStart(UPlayerCharacterID* characterID) {
return NULL;
}
void AFSDPlayerController::EndLevel() {
}
void AFSDPlayerController::Client_PlayCue_Implementation(USoundCue* SoundCue) {
}
void AFSDPlayerController::Client_EndLevel_WaitForData_Implementation(bool areObjectivesCompleted, int32 numberOfPlayersInPod) {
}
void AFSDPlayerController::Client_CollectVanityItem_Implementation(UTreasureRewarder* rewarder, UVanityItem* targetItem, UPlayerCharacterID* targetCharacter) {
}
void AFSDPlayerController::Client_CollectTreasureVictoryPose_Implementation(UTreasureRewarder* rewarder, UVictoryPose* targetPose, UPlayerCharacterID* targetCharacter) {
}
void AFSDPlayerController::Client_CollectTreasureSkin_Implementation(UTreasureRewarder* rewarder, UItemSkin* targetSkin, UItemID* targetItem) {
}
void AFSDPlayerController::Client_CollectPickaxePart_Implementation(const UTreasureRewarder* rewarder, UPickaxePart* targetPart) {
}
AFSDPlayerController::AFSDPlayerController() {
this->PerkUsageComponent = CreateDefaultSubobject<UPerkUsageComponent>(TEXT("PerkUsageCompent"));
this->LateJoinComponent = CreateDefaultSubobject<UTerrainLatejoinComponent>(TEXT("TerrainLateJoin"));
this->IsOnSpaceRig = false;
this->bReceivedEndLevel = false;
this->ServerTravelDone = true;
this->WidgetEffects = CreateDefaultSubobject<UFSDWidgetEffectsComponent>(TEXT("WidgetEffects"));
this->SpacerigSpawnType = ESpacerigStartType::PlayerHub;
this->bDetectGravityChanges = false;
}