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