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

63 lines
1.4 KiB
C++
Executable file

#include "GeneratedMission.h"
#include "Templates/SubclassOf.h"
bool UGeneratedMission::IsSingleMission() const {
return false;
}
bool UGeneratedMission::IsPlagueMission() const {
return false;
}
bool UGeneratedMission::IsLocked(AFSDPlayerController* Player) const {
return false;
}
bool UGeneratedMission::IsDeepDive() const {
return false;
}
FObjectiveMissionIcon UGeneratedMission::GetSecondaryObjectiveIcon() const {
return FObjectiveMissionIcon{};
}
TSubclassOf<AProceduralSetup> UGeneratedMission::GetPLS() const {
return NULL;
}
TArray<UMutator*> UGeneratedMission::GetMutators(TSubclassOf<UMutator> mutatorClass) const {
return TArray<UMutator*>();
}
float UGeneratedMission::GetMissionScale() const {
return 0.0f;
}
UMissionDNA* UGeneratedMission::GetMissionDNA() const {
return NULL;
}
AProceduralSetup* UGeneratedMission::CreatePLS(int32 NewSeed) {
return NULL;
}
bool UGeneratedMission::AreMissionsEqual(UGeneratedMission* Other) const {
return false;
}
UGeneratedMission::UGeneratedMission() {
this->Biome = NULL;
this->Seed = 0;
this->GlobalSeed = 0;
this->Template = NULL;
this->PrimaryObjective = NULL;
this->MissionMutator = NULL;
this->ComplexityLimit = NULL;
this->DurationLimit = NULL;
this->MissionDNA = NULL;
this->MissionStructure = EMissionStructure::SingleMission;
this->IsInSeasonEventZone = false;
this->CanHaveMutators = false;
}