code consistency, added 2.2, added cheat op and deop, proper loot tiers according to playlist, improved performance
This commit is contained in:
Milxnor
2023-05-21 21:10:26 -04:00
parent 245b177370
commit 143c22918f
29 changed files with 776 additions and 281 deletions

View File

@@ -8,7 +8,7 @@
#include "AthenaMarkerComponent.h"
#include "FortVolume.h"
static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition)
static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition, bool bUseServerChoosePart = false)
{
using UFortHeroSpecialization = UObject;
@@ -21,7 +21,7 @@ static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition)
{
auto& SpecializationSoft = Specializations.at(i);
static auto FortHeroSpecializationClass = FindObject<UClass>("/Script/FortniteGame.FortHeroSpecialization");
static auto FortHeroSpecializationClass = FindObject<UClass>(L"/Script/FortniteGame.FortHeroSpecialization");
auto Specialization = SpecializationSoft.Get(FortHeroSpecializationClass, true);
if (Specialization)
@@ -29,9 +29,9 @@ static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition)
static auto Specialization_CharacterPartsOffset = Specialization->GetOffset("CharacterParts");
auto& CharacterParts = Specialization->Get<TArray<TSoftObjectPtr<UObject>>>(Specialization_CharacterPartsOffset);
static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
static auto CustomCharacterPartClass = FindObject<UClass>(L"/Script/FortniteGame.CustomCharacterPart");
/* if (bUseServerChoosePart)
if (bUseServerChoosePart)
{
for (int z = 0; z < CharacterParts.Num(); z++)
{
@@ -39,7 +39,7 @@ static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition)
}
continue; // hm?
} */
}
bool aa;
@@ -107,7 +107,7 @@ static bool ApplyCID(AFortPlayerPawn* Pawn, UObject* CID, bool bUseServerChooseP
static auto HeroDefinitionOffset = CID->GetOffset("HeroDefinition");
auto HeroDefinition = CID->Get(HeroDefinitionOffset);
ApplyHID(Pawn, HeroDefinition);
ApplyHID(Pawn, HeroDefinition, bUseServerChoosePart);
// static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
// PlayerState->Get(HeroTypeOffset) = HeroDefinition;