mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a lot
fix a bug with restarting, clean up some stuff, fix a playlist specific bug, add hold pickup to swap, fix shadow stones and stuff spawn height, code consistency, fix bugs with dropping
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@@ -4,6 +4,7 @@
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#include "GameplayStatics.h"
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#include "FortLootPackage.h"
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#include "FortPickup.h"
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#include "BuildingGameplayActor.h"
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void SpawnBGAs() // hahah not "proper", there's a function that we can hook and it gets called on each spawner whenever playlist gets set, but it's fine.
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{
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@@ -12,6 +13,8 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
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if (!BGAConsumableSpawnerClass)
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return;
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto AllBGAConsumableSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BGAConsumableSpawnerClass);
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LOG_INFO(LogDev, "AllBGAConsumableSpawners.Num(): {}", (int)AllBGAConsumableSpawners.Num());
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@@ -20,7 +23,17 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
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{
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auto BGAConsumableSpawner = AllBGAConsumableSpawners.at(i);
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auto SpawnLocation = BGAConsumableSpawner->GetActorLocation();
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SpawnLocation.Z += 100;
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if (FBuildingGameplayActorSpawnDetails::GetStruct())
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{
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// todo handle?
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auto MapInfo = GameState->GetMapInfo();
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}
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else
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{
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// SpawnLocation.Z += 100;
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}
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static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
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auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
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@@ -41,7 +54,13 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
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continue;
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}
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auto ConsumableActor = GetWorld()->SpawnActor<AActor>(StrongConsumableClass, SpawnLocation);
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auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnLocation);
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if (ConsumableActor)
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{
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// BeginDeferredActorSpawnFromClass ??
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// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
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}
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}
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}
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