166 lines
4.3 KiB
C++
Executable file
166 lines
4.3 KiB
C++
Executable file
#include "SeasonsSubsystem.h"
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FTimespan USeasonsSubsystem::TimeToNewChallenge() {
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return FTimespan{};
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}
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void USeasonsSubsystem::RerollChallenge(int32 Index) {
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}
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void USeasonsSubsystem::OnStatChanged(UObject* WorldContext, UMissionStat* Stat, float Value) {
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}
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void USeasonsSubsystem::OnScripChallengeCompleted(UObject* WorldContext, UMissionStat* Stat, float Value) {
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}
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void USeasonsSubsystem::IsRewardClaimed(int32 Level, bool& IsNormalClaimed, bool& IsSpecialClaimed) {
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}
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bool USeasonsSubsystem::IsNodeUnlocked(int32 TreeOfVanityNodeID) {
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return false;
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}
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bool USeasonsSubsystem::IsNodeBought(int32 TreeOfVanityNodeID) {
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return false;
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}
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void USeasonsSubsystem::InitializeStatsAndChallenges() {
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}
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bool USeasonsSubsystem::HasUnclaimedRewards(int32& Level) {
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return false;
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}
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bool USeasonsSubsystem::HasClaimedLevelRewards(int32 startLevel, int32 numberOfLevels) {
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return false;
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}
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bool USeasonsSubsystem::HasClaimedAllRewards() {
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return false;
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}
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int32 USeasonsSubsystem::GetUnusedHearts() {
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return 0;
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}
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int32 USeasonsSubsystem::GetSeasonXPFromMissionXP(AFSDPlayerState* PlayerState) {
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return 0;
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}
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int32 USeasonsSubsystem::GetSeasonXP() {
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return 0;
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}
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int32 USeasonsSubsystem::GetSeasonNumber() const {
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return 0;
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}
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FText USeasonsSubsystem::GetSeasonName() const {
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return FText::GetEmpty();
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}
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FSeasonMissionResult USeasonsSubsystem::GetSeasonMissionResult() {
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return FSeasonMissionResult{};
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}
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void USeasonsSubsystem::GetSeasonLevelFromXP(int32 XP, int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) {
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}
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void USeasonsSubsystem::GetSeasonLevel(int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) {
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}
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bool USeasonsSubsystem::GetSeasonExpiryDate(FDateTime& ExpiryDate) {
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return false;
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}
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void USeasonsSubsystem::GetSeasonBought(bool& isBought) {
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}
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void USeasonsSubsystem::GetScriptChallengeInfo(int32& Completed, int32& claimed, int32& Total) {
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}
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int32 USeasonsSubsystem::GetNumberOfTokens(UObject* WorldContextObject) {
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return 0;
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}
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int32 USeasonsSubsystem::GetNumberOfSeasonLevels() {
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return 0;
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}
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int32 USeasonsSubsystem::GetNumberOfClaimedPlagueHeartScrips() {
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return 0;
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}
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FSeasonLevel USeasonsSubsystem::GetNextReward() {
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return FSeasonLevel{};
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}
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int32 USeasonsSubsystem::GetLevelXP(int32 Level) {
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return 0;
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}
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FSeasonLevel USeasonsSubsystem::GetLevelReward(int32 Level) {
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return FSeasonLevel{};
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}
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void USeasonsSubsystem::GetLevelProgress(int32 Level, float& levelPercent) {
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}
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TArray<UDataAsset*> USeasonsSubsystem::GetAssetReferences(int32 ChallengeIndex, USeasonChallenge*& outChallenge) {
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return TArray<UDataAsset*>();
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}
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TArray<FChallengeInfo> USeasonsSubsystem::GetActiveChallenges(bool canGenerateNewChallenge) {
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return TArray<FChallengeInfo>();
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}
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UTextureRenderTarget2D* USeasonsSubsystem::GenerateVanityRewardIcon(UVanityItem* Item, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) {
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return NULL;
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}
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UTextureRenderTarget2D* USeasonsSubsystem::GenerateSkinRewardIcon(UItemSkin* Skin, UPlayerCharacterID* Character, bool bShowCloseUp, FTransform Offset, bool rebuildMesh, FVector2D Size) {
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return NULL;
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}
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UTextureRenderTarget2D* USeasonsSubsystem::GeneratePickaxeRewardIcon(UPickaxePart* part, EPickaxePartLocation PickaxePartLocation, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) {
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return NULL;
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}
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bool USeasonsSubsystem::ConvertHeartsToScrip(int32& scripGained) {
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return false;
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}
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void USeasonsSubsystem::CompleteSeasonEvent_Server(USeasonEventData* inEvent) {
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}
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bool USeasonsSubsystem::ClaimScripChallenge() {
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return false;
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}
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bool USeasonsSubsystem::ClaimReward(UObject* WorldContext, AFSDPlayerController* Player, int32 Level, bool isNormalReward) {
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return false;
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}
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void USeasonsSubsystem::CHEAT_SetSeasonMissionResult(int32 XPFromMission, int32 numberOfChallenges, USeasonEventData* Event) {
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}
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void USeasonsSubsystem::CHEAT_ResetTimeToNewChallenge() {
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}
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void USeasonsSubsystem::CHEAT_ResetReroll() {
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}
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void USeasonsSubsystem::CHEAT_AddChallenge() {
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}
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bool USeasonsSubsystem::CanRerollChallenge() {
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return false;
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}
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bool USeasonsSubsystem::BuyTreeNode(UObject* WorldContextObject, AFSDPlayerController* Player, int32 TreeOfVanityNodeID) {
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return false;
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}
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USeasonsSubsystem::USeasonsSubsystem() {
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}
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