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

40 lines
1.5 KiB
C++
Executable file

#include "CharacterVanityItems.h"
void UCharacterVanityItems::SortVanityItems(UObject* WorldContextObject, UPlayerCharacterID* characterID, TArray<UVanityItem*>& VanityItems) {
}
TArray<UVanityItem*> UCharacterVanityItems::GetVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID) {
return TArray<UVanityItem*>();
}
UVanityItem* UCharacterVanityItems::GetVanityItem(const FGuid& VanityID) const {
return NULL;
}
TArray<UVanityItem*> UCharacterVanityItems::GetUnLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID) {
return TArray<UVanityItem*>();
}
TArray<UVanityItem*> UCharacterVanityItems::GetLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, UPlayerCharacterID* characterID) {
return TArray<UVanityItem*>();
}
TArray<UVanityItem*> UCharacterVanityItems::GetItems(EVanitySlot Slot, bool onlyStoreItems) const {
return TArray<UVanityItem*>();
}
UVanityItem* UCharacterVanityItems::GetDefaultVanityItem(UObject* WorldContext, EVanitySlot Slot, UPlayerCharacterID* characterID) {
return NULL;
}
UCharacterVanityItems::UCharacterVanityItems() {
this->HeadSchematicBank = NULL;
this->BeardSchematicBank = NULL;
this->EyebrowSchematicBank = NULL;
this->MoustacheSchematicBank = NULL;
this->SideburnSchematicBank = NULL;
this->BeardMaterialSchematicBank = NULL;
this->SkinMaterialSchematicBank = NULL;
this->OwningCharacter = NULL;
}