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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@@ -48,22 +48,8 @@ public:
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return this->GetPtr<TArray<FGameplayEffectApplicationInfoHard>>(GrantedGameplayEffectsOffset);
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}
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void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
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void ApplyGrantedGameplayAffectsToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent)
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{
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auto GameplayAbilities = GetGameplayAbilities();
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for (int i = 0; i < GameplayAbilities->Num(); i++)
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{
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UClass* AbilityClass = GameplayAbilities->At(i);
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if (!AbilityClass)
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continue;
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LOG_INFO(LogDev, "Giving AbilityClass {}", AbilityClass->GetFullName());
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AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
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}
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if (!FGameplayEffectApplicationInfoHard::GetStruct())
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return;
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@@ -86,6 +72,25 @@ public:
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}
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}
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void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
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{
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auto GameplayAbilities = GetGameplayAbilities();
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for (int i = 0; i < GameplayAbilities->Num(); i++)
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{
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UClass* AbilityClass = GameplayAbilities->At(i);
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if (!AbilityClass)
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continue;
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LOG_INFO(LogDev, "Giving AbilityClass {}", AbilityClass->GetFullName());
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AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
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}
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ApplyGrantedGameplayAffectsToAbilitySystem(AbilitySystemComponent);
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}
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>("/Script/FortniteGame.FortAbilitySet");
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