a medium amount

fix some playlist starter loot, cleanup some code, fix death bugs on 1.8 and 1.7.2, fix reloading not taking items on 1.8 and 1.7.2, fix looting on s9, fix some s15 & s16 builds, fix bug with higher version looting
This commit is contained in:
Milxnor
2023-04-30 22:12:03 -04:00
parent 18f92ccf52
commit 02717f33f3
25 changed files with 477 additions and 240 deletions

View File

@@ -74,6 +74,43 @@ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn
defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
}
AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
struct
{
const UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
ESpawnActorCollisionHandlingMethod CollisionHandlingOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* Owner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_BeginDeferredActorSpawnFromClass_Params{ WorldContextObject, ActorClass, SpawnTransform, CollisionHandlingOverride, Owner };
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_BeginDeferredActorSpawnFromClass_Params);
return UGameplayStatics_BeginDeferredActorSpawnFromClass_Params.ReturnValue;
}
AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform)
{
static auto FinishSpawningActorFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.FinishSpawningActor");
struct
{
AActor* Actor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_FinishSpawningActor_Params{ Actor, SpawnTransform };
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(FinishSpawningActorFn, &UGameplayStatics_FinishSpawningActor_Params);
return UGameplayStatics_FinishSpawningActor_Params.ReturnValue;
}
void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
{
static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");