mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a bit
add experimental lategame, removed some unnecessary logs
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@@ -3,6 +3,7 @@
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#include "reboot.h"
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#include "FortPlayerControllerAthena.h"
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#include "FortGameModeAthena.h"
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#include "FortLootPackage.h"
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UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InController)
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{
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@@ -81,6 +82,9 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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{
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auto WorldInventory = NewPlayerAsAthena->GetWorldInventory();
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if (!WorldInventory)
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return NewPawn;
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if (!WorldInventory->GetPickaxeInstance())
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{
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auto CosmeticLoadout = NewPlayerAsAthena->GetCosmeticLoadout();
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@@ -101,18 +105,33 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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static UFortItemDefinition* WoodItemData = FindObject<UFortItemDefinition>(L"/Game/Items/ResourcePickups/WoodItemData.WoodItemData");
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static UFortItemDefinition* DamageTrap = FindObject<UFortItemDefinition>(L"/Game/Athena/Items/Traps/TID_ContextTrap_Athena.TID_ContextTrap_Athena");
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WorldInventory->AddItem(PickaxeDefinition, nullptr);
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WorldInventory->AddItem(EditToolItemDefinition, nullptr);
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WorldInventory->AddItem(BuildingItemData_Wall, nullptr);
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WorldInventory->AddItem(BuildingItemData_Floor, nullptr);
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WorldInventory->AddItem(BuildingItemData_Stair_W, nullptr);
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WorldInventory->AddItem(BuildingItemData_RoofS, nullptr);
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WorldInventory->AddItem(PickaxeDefinition, nullptr);
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// WorldInventory->AddItem(WoodItemData, nullptr, 100);
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// WorldInventory->AddItem(DamageTrap, nullptr);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/ParallelGameplay/Items/WestSausage/WID_WestSausage_Parallel.WID_WestSausage_Parallel"), nullptr, 1, 1000);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/Game/Athena/Items/Consumables/HappyGhost/WID_Athena_HappyGhost.WID_Athena_HappyGhost"), nullptr);
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WorldInventory->Update(true);
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/* if (Globals::bLateGame)
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{
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auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
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for (int i = 0; i < 5; i++)
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{
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auto LootDrops = PickLootDrops(SpawnIslandTierGroup);
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for (auto& LootDrop : LootDrops)
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{
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WorldInventory->AddItem(LootDrop.ItemDefinition, nullptr, LootDrop.Count, LootDrop.LoadedAmmo);
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}
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}
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} */
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WorldInventory->Update();
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}
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}
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}
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