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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-14 03:02:22 +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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@@ -33,6 +33,7 @@ class AFortPlayerPawn : public AFortPawn
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public:
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static inline AActor* (*ServerOnExitVehicleOriginal)(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
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static inline void (*StartGhostModeExitOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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static inline void (*ServerHandlePickupWithRequestedSwapOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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struct FFortAthenaLoadout* GetCosmeticLoadout();
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void ServerChoosePart(EFortCustomPartType Part, class UObject* ChosenCharacterPart);
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@@ -43,6 +44,7 @@ public:
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UFortWeaponItemDefinition* GetVehicleWeaponDefinition(AFortAthenaVehicle* Vehicle);
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void UnEquipVehicleWeaponDefinition(UFortWeaponItemDefinition* VehicleWeaponDefinition);
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static void ServerHandlePickupWithRequestedSwapHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but idk
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static void StartGhostModeExitHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but eh
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static AActor* ServerOnExitVehicleHook(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
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static void ServerSendZiplineStateHook(AFortPlayerPawn* Pawn, FZiplinePawnState InZiplineState);
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