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

44 lines
1.4 KiB
C++
Executable file

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