mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
add 2.2
code consistency, added 2.2, added cheat op and deop, proper loot tiers according to playlist, improved performance
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user