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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a bit
start work on vending machines, fix some playlist specific things, fixed a bug with <s5 playlist looting,
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@@ -29,6 +29,15 @@ struct FActiveGameplayEffectHandle
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unsigned char UnknownData00[0x3]; // 0x0005(0x0003) MISSED OFFSET
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};
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struct FGameplayAbilitySpecContainer : public FFastArraySerializer
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{
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TArray<FGameplayAbilitySpec>& GetItems()
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{
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static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
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return *(TArray<FGameplayAbilitySpec>*)(__int64(this) + ItemsOffset);
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}
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};
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class UAbilitySystemComponent : public UObject
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{
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public:
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@@ -50,11 +59,18 @@ public:
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return Get<TArray<UObject*>>(SpawnedAttributesOffset);
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}
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FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext);
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FGameplayAbilitySpecContainer* GetActivatableAbilities()
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{
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static auto ActivatableAbilitiesOffset = this->GetOffset("ActivatableAbilities");
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return GetPtr<FGameplayAbilitySpecContainer>(ActivatableAbilitiesOffset);
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}
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bool HasAbility(UObject* DefaultAbility);
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FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext = FGameplayEffectContextHandle());
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// FGameplayEffectContextHandle MakeEffectContext();
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void RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator);
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void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey);
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject = nullptr);
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject = nullptr, bool bDoNotRegive = true);
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FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
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static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);
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