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

70 lines
2.4 KiB
C++
Executable file

#include "PerkFunctionLibrary.h"
#include "Templates/SubclassOf.h"
void UPerkFunctionLibrary::SplitPerksByUsage(const TArray<UPerkAsset*>& perks, TArray<UPerkAsset*>& OutPassivePerks, TArray<UPerkAsset*>& OutActivePerks) {
}
TArray<UPerkAsset*> UPerkFunctionLibrary::SortPerksByUsage(TArray<UPerkAsset*>& perks) {
return TArray<UPerkAsset*>();
}
void UPerkFunctionLibrary::RandomizePerkLoadout(UObject* WorldContext, UPlayerCharacterID* characterID) {
}
bool UPerkFunctionLibrary::IsPerkTierUnLocked(UObject* WorldContext, int32 Tier) {
return false;
}
int32 UPerkFunctionLibrary::GetRequiredPerkClaimsForTier(int32 Tier) {
return 0;
}
void UPerkFunctionLibrary::GetPerkTierState(UObject* WorldContext, int32 Tier, bool& TierUnLocked, int32& NextRequiredCount, int32& NextProgressCount) {
}
void UPerkFunctionLibrary::GetPerkEquipSlots(UObject* WorldContext, EPerkUsageType InType, TSubclassOf<APlayerCharacter> InCharacterClass, int32& OutAvailableSlots, int32& OutUnavailableSlots, int32& OutPromotionLockedSlots) {
}
TArray<EPerkSlotType> UPerkFunctionLibrary::GetPerkEquipSlotLayout(UObject* WorldContext, EPerkUsageType InType, TSubclassOf<APlayerCharacter> InCharacterClass) {
return TArray<EPerkSlotType>();
}
TArray<UPerkAsset*> UPerkFunctionLibrary::GetOwnedPerksByType(UObject* WorldContext, EPerkUsageType InType) {
return TArray<UPerkAsset*>();
}
TArray<UPerkAsset*> UPerkFunctionLibrary::GetOwnedPerks(UObject* WorldContext) {
return TArray<UPerkAsset*>();
}
int32 UPerkFunctionLibrary::GetHighestPerkTier() {
return 0;
}
TArray<UPerkAsset*> UPerkFunctionLibrary::GetCharacterNonEquippedPerks(UObject* WorldContext, UPlayerCharacterID* characterID) {
return TArray<UPerkAsset*>();
}
TArray<UPerkAsset*> UPerkFunctionLibrary::GetCharacterEquippedPerks(UObject* WorldContext, UPlayerCharacterID* characterID) {
return TArray<UPerkAsset*>();
}
TArray<UPerkAsset*> UPerkFunctionLibrary::GetAvailablePerks() {
return TArray<UPerkAsset*>();
}
int32 UPerkFunctionLibrary::GetAmountOfPurchasedPerks(UObject* WorldContext) {
return 0;
}
FText UPerkFunctionLibrary::FormatRichText(const FText& SourceText, bool UpperCase, const TMap<FString, FString> CharTagMap) {
return FText::GetEmpty();
}
int32 UPerkFunctionLibrary::CalculateClaimablePerkPoints(UObject* WorldContext) {
return 0;
}
UPerkFunctionLibrary::UPerkFunctionLibrary() {
}