mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
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
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@@ -74,6 +74,43 @@ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn
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defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
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}
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AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
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struct
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{
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const UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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ESpawnActorCollisionHandlingMethod CollisionHandlingOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* Owner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_BeginDeferredActorSpawnFromClass_Params{ WorldContextObject, ActorClass, SpawnTransform, CollisionHandlingOverride, Owner };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_BeginDeferredActorSpawnFromClass_Params);
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return UGameplayStatics_BeginDeferredActorSpawnFromClass_Params.ReturnValue;
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}
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AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform)
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{
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static auto FinishSpawningActorFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.FinishSpawningActor");
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struct
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{
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AActor* Actor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_FinishSpawningActor_Params{ Actor, SpawnTransform };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(FinishSpawningActorFn, &UGameplayStatics_FinishSpawningActor_Params);
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return UGameplayStatics_FinishSpawningActor_Params.ReturnValue;
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}
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void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
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{
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static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");
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