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

116 lines
2.9 KiB
C++
Executable file

#include "GameFunctionLibrary.h"
void UGameFunctionLibrary::SpawnOrUpdateAudio2D(UObject* WorldContext, UAudioComponent*& AudioComponent, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, FName FloatParamName, float FloatParam) {
}
void UGameFunctionLibrary::SetUsePushToTalk(bool Enable) {
}
void UGameFunctionLibrary::SetGlobalGravityZ(UObject* WorldContextObject, float GravityZ) {
}
void UGameFunctionLibrary::SetGlobalGravityScale(UObject* WorldContextObject, float GravityScale) {
}
bool UGameFunctionLibrary::IsWorldTickEnabled(UObject* WorldContextObject) {
return false;
}
void UGameFunctionLibrary::IsTearingDown(UObject* caller, bool& NewIsTearingDown) {
}
bool UGameFunctionLibrary::IsPlayingOffline(UObject* WorldContextObject) {
return false;
}
bool UGameFunctionLibrary::IsPlayInEditor(UObject* WorldContextObject) {
return true;
}
UWindowManager* UGameFunctionLibrary::GetWindowManager(UObject* WorldContextObject) {
return NULL;
}
bool UGameFunctionLibrary::GetUsePushToTalk() {
return false;
}
UWindowWidget* UGameFunctionLibrary::GetTopWindow(UObject* WorldContextObject) {
return NULL;
}
FString UGameFunctionLibrary::GetProjectVersion() {
return TEXT("");
}
int32 UGameFunctionLibrary::GetNumPlayers(UObject* WorldContext) {
return 0;
}
int32 UGameFunctionLibrary::GetNumAdditionalPlayers(UObject* WorldContext) {
return 0;
}
FString UGameFunctionLibrary::GetMajorProjectVersion() {
return TEXT("");
}
APlayerCharacter* UGameFunctionLibrary::GetLocalPlayerCharacter(UObject* WorldContext) {
return NULL;
}
UGoogleAnalyticsWrapper* UGameFunctionLibrary::GetGoogleAnalyticsWrapper(UObject* WorldContextObject) {
return NULL;
}
float UGameFunctionLibrary::GetGlobalGravityZ(UObject* WorldContextObject) {
return 0.0f;
}
AFSDGameModeSpaceRig* UGameFunctionLibrary::GetFSDSRGameMode(UObject* WorldContextObject) {
return NULL;
}
UFSDSaveGame* UGameFunctionLibrary::GetFSDSaveGame(UObject* WorldContextObject) {
return NULL;
}
AFSDGameState* UGameFunctionLibrary::GetFSDGameState(UObject* WorldContextObject) {
return NULL;
}
AFSDGameMode* UGameFunctionLibrary::GetFSDGameMode(UObject* WorldContextObject) {
return NULL;
}
UFSDGameInstance* UGameFunctionLibrary::GetFSDGameInstance(UObject* WorldContextObject) {
return NULL;
}
UGameData* UGameFunctionLibrary::GetFSDGameData() {
return NULL;
}
TScriptInterface<IMissionModeManager> UGameFunctionLibrary::GetDeepDiveManager(UObject* WorldContextObject) {
return NULL;
}
ADeepCSGWorld* UGameFunctionLibrary::GetCSGWorld(UObject* WorldContextObject) {
return NULL;
}
int32 UGameFunctionLibrary::GetChangelist() {
return 0;
}
UCampaignManager* UGameFunctionLibrary::GetCampaingManager(UObject* WorldContextObject) {
return NULL;
}
UAsyncManager* UGameFunctionLibrary::GetAsyncManager(UObject* WorldContextObject) {
return NULL;
}
UGameFunctionLibrary::UGameFunctionLibrary() {
}