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
This commit is contained in:
Milxnor
2023-04-30 12:15:29 -04:00
parent 891f45f469
commit 18f92ccf52
24 changed files with 401 additions and 236 deletions

View File

@@ -33,6 +33,7 @@ class AFortPlayerPawn : public AFortPawn
public:
static inline AActor* (*ServerOnExitVehicleOriginal)(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
static inline void (*StartGhostModeExitOriginal)(UObject* Context, FFrame* Stack, void* Ret);
static inline void (*ServerHandlePickupWithRequestedSwapOriginal)(UObject* Context, FFrame* Stack, void* Ret);
struct FFortAthenaLoadout* GetCosmeticLoadout();
void ServerChoosePart(EFortCustomPartType Part, class UObject* ChosenCharacterPart);
@@ -43,6 +44,7 @@ public:
UFortWeaponItemDefinition* GetVehicleWeaponDefinition(AFortAthenaVehicle* Vehicle);
void UnEquipVehicleWeaponDefinition(UFortWeaponItemDefinition* VehicleWeaponDefinition);
static void ServerHandlePickupWithRequestedSwapHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but idk
static void StartGhostModeExitHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but eh
static AActor* ServerOnExitVehicleHook(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
static void ServerSendZiplineStateHook(AFortPlayerPawn* Pawn, FZiplinePawnState InZiplineState);