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

124 lines
2.9 KiB
C++
Executable file

#include "InventoryComponent.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void UInventoryComponent::UpdateFromSaveGameInSlot(EItemCategory Category) {
}
void UInventoryComponent::StartGrenadeThrow() {
}
void UInventoryComponent::Server_ThrowItem_Implementation(AActor* Item, FVector force, bool PlayMontage) {
}
void UInventoryComponent::Server_ThrowFlare_Implementation() {
}
void UInventoryComponent::ResupplyGrenades(float percentage) {
}
void UInventoryComponent::Resupply(float percentage) {
}
void UInventoryComponent::PickupItemInstance(AItem* Item) {
}
AItem* UInventoryComponent::PickupItem(TSubclassOf<AItem> itemClass) {
return NULL;
}
void UInventoryComponent::OnRep_FlareClass() {
}
bool UInventoryComponent::IsTerrainScannerEquipped() const {
return false;
}
bool UInventoryComponent::HasPickedUpItem() const {
return false;
}
bool UInventoryComponent::HasDrink() const {
return false;
}
int32 UInventoryComponent::GetTotalAmmoLeft() const {
return 0;
}
ARecallableSentryGunItem* UInventoryComponent::GetRecallableSentryGunItem() const {
return NULL;
}
AItem* UInventoryComponent::GetOrCreateUnlistedItem(TSubclassOf<AItem> ItemType) {
return NULL;
}
AItem* UInventoryComponent::GetItem(EItemCategory Category) const {
return NULL;
}
AItem* UInventoryComponent::GetEquippedItem() const {
return NULL;
}
AActor* UInventoryComponent::GetCarriedItem() const {
return NULL;
}
bool UInventoryComponent::EquipCategory(EItemCategory Category) {
return false;
}
void UInventoryComponent::Equip(AItem* Item) {
}
void UInventoryComponent::EndGrenadeThrow() {
}
void UInventoryComponent::DropPickedupItem() {
}
void UInventoryComponent::Client_Resupply_Implementation(float percentage) {
}
void UInventoryComponent::AnimationNotify2() {
}
void UInventoryComponent::AnimationNotify1() {
}
void UInventoryComponent::All_PlayThrowMontage_Implementation(AActor* Item) {
}
void UInventoryComponent::AddItemClass(TSubclassOf<AItem> itemClass) {
}
void UInventoryComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UInventoryComponent, flareClass);
}
UInventoryComponent::UInventoryComponent() {
this->InventoryList = NULL;
this->ThrownGrenadeClass = NULL;
this->flareClass = NULL;
this->OutOfFlaresSound = NULL;
this->OutOfFlaresShout = NULL;
this->FlareAngle = 0.00f;
this->FlareCooldown = 0.00f;
this->FlareProductionTime = 0.00f;
this->FlareProductionTimeLeft = 0.00f;
this->MaxFlares = 0;
this->Flares = 0;
this->FlareCooldownRemaining = 0.00f;
this->bItemsLoaded = false;
this->MiningItem = NULL;
this->GrenadeItem = NULL;
this->LaserPointerItem = NULL;
this->TerrainScannerItem = NULL;
this->ResupplyItem = NULL;
this->RecallableSentryGunItem = NULL;
}