53 lines
1.1 KiB
C++
Executable file
53 lines
1.1 KiB
C++
Executable file
#include "ItemSkin.h"
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bool UItemSkin::Unlock(UObject* WorldContext, UItemID* ItemID, bool broadcast) {
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return false;
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}
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void UItemSkin::Receive_SkinItem(UObject* Skinnable) const {
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}
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void UItemSkin::Lock(UObject* WorldContext, UItemID* ItemID) {
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}
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bool UItemSkin::IsUnlockedFromStart() const {
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return false;
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}
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bool UItemSkin::IsLocked(UObject* WorldContext, UItemID* skinnableID) const {
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return false;
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}
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bool UItemSkin::IsEquippedOnItem(UItemID* ItemID, AFSDPlayerState* PlayerState) const {
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return false;
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}
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EItemSkinType UItemSkin::GetSkinType() const {
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return EItemSkinType::PaintJob;
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}
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FText UItemSkin::GetSkinName() const {
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return FText::GetEmpty();
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}
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UItemID* UItemSkin::GetOwningItem() const {
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return NULL;
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}
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UPlayerCharacterID* UItemSkin::GetOwningCharacter() const {
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return NULL;
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}
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UMaterialInstanceDynamic* UItemSkin::CreateIcon(UObject* Owner) const {
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return NULL;
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}
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UItemSkin::UItemSkin() {
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this->Aquisition = NULL;
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this->SkinSet = NULL;
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this->DynamicIcon = NULL;
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this->SkinEffect = NULL;
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this->OwningItem = NULL;
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this->OwningCharacter = NULL;
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}
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