fix 1.8 supply drops

This commit is contained in:
Gray
2025-08-01 11:41:48 -04:00
parent a8eca0ab5a
commit 072fca8d85

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@@ -570,7 +570,7 @@ UObject* UFortKismetLibrary::GetAIGoalManagerHook(UObject* Context, FFrame& Stac
AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret) AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret)
{ {
LOG_INFO(LogDev, "K2_SpawnPickupInWorldHook!"); static auto OptionalOwnerPCOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorld", "OptionalOwnerPC", false);
UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UFortWorldItemDefinition* ItemDefinition; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UFortWorldItemDefinition* ItemDefinition; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
@@ -607,7 +607,7 @@ AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldHook(UObject* Context, FFr
if (!ItemDefinition->IsValidLowLevel()) if (!ItemDefinition->IsValidLowLevel())
return K2_SpawnPickupInWorldOriginal(Context, Stack, Ret); return K2_SpawnPickupInWorldOriginal(Context, Stack, Ret);
auto Pawn = OptionalOwnerPC ? OptionalOwnerPC->GetMyFortPawn() : nullptr; auto Pawn = OptionalOwnerPCOffset != -1 && OptionalOwnerPC ? OptionalOwnerPC->GetMyFortPawn() : nullptr;
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState()); auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
@@ -618,7 +618,6 @@ AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldHook(UObject* Context, FFr
CreateData.bRandomRotation = bRandomRotation; CreateData.bRandomRotation = bRandomRotation;
CreateData.PawnOwner = Pawn; CreateData.PawnOwner = Pawn;
CreateData.bShouldFreeItemEntryWhenDeconstructed = true; CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
CreateData.PawnOwner = OptionalOwnerPC ? OptionalOwnerPC->GetMyFortPawn() : nullptr;
auto NewPickup = AFortPickup::SpawnPickup(CreateData); auto NewPickup = AFortPickup::SpawnPickup(CreateData);