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

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#pragma once
#include "SoftObjectPtr.h"
#include "FortWorldItemDefinition.h"
#include "GameplayAbilityTypes.h"
class UFortVehicleItemDefinition : public UFortWorldItemDefinition
{
public:
FScalableFloat* GetMinPercentWithGas()
{
static auto MinPercentWithGasOffset = GetOffset("MinPercentWithGas");
return GetPtr<FScalableFloat>(MinPercentWithGasOffset);
}
FScalableFloat* GetMaxPercentWithGas()
{
static auto MaxPercentWithGasOffset = GetOffset("MaxPercentWithGas");
return GetPtr<FScalableFloat>(MaxPercentWithGasOffset);
}
FScalableFloat* GetVehicleMinSpawnPercent()
{
static auto VehicleMinSpawnPercentOffset = GetOffset("VehicleMinSpawnPercent");
return GetPtr<FScalableFloat>(VehicleMinSpawnPercentOffset);
}
FScalableFloat* GetVehicleMaxSpawnPercent()
{
static auto VehicleMaxSpawnPercentOffset = GetOffset("VehicleMaxSpawnPercent");
return GetPtr<FScalableFloat>(VehicleMaxSpawnPercentOffset);
}
TSoftObjectPtr<UClass>* GetVehicleActorClassSoft()
{
static auto VehicleActorClassOffset = GetOffset("VehicleActorClass");
return GetPtr<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
}
UClass* GetVehicleActorClass()
{
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
return GetVehicleActorClassSoft()->Get(BGAClass, true);
}
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortVehicleItemDefinition");
return Class;
}
};