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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +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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@@ -72,11 +72,20 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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if (!PlayerStateAthena)
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return nullptr;
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auto ASC = PlayerStateAthena->GetAbilitySystemComponent();
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GET_PLAYLIST(GameState);
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if (CurrentPlaylist)
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if (CurrentPlaylist) // Apply gameplay effects from playlist // We need to move this!
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{
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CurrentPlaylist->ApplyModifiersToActor(PlayerStateAthena); // We need to move this!
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CurrentPlaylist->ApplyModifiersToActor(PlayerStateAthena);
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}
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auto PlayerAbilitySet = GetPlayerAbilitySet(); // Apply default gameplay effects // We need to move maybe?
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if (PlayerAbilitySet && ASC)
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{
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PlayerAbilitySet->ApplyGrantedGameplayAffectsToAbilitySystem(ASC);
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}
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if (NewPlayerAsAthena)
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@@ -91,10 +100,8 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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// TODO Check Playlist->bRequirePickaxeInStartingInventory
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auto CosmeticLoadout = NewPlayerAsAthena->GetCosmeticLoadoutOffset() != -1 ? NewPlayerAsAthena->GetCosmeticLoadout() : nullptr;
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// LOG_INFO(LogDev, "CosmeticLoadout: {}", __int64(CosmeticLoadout));
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auto CosmeticLoadoutPickaxe = CosmeticLoadout ? CosmeticLoadout->GetPickaxe() : nullptr;
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// LOG_INFO(LogDev, "CosmeticLoadoutPickaxe: {}", __int64(CosmeticLoadoutPickaxe));
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// LOG_INFO(LogDev, "CosmeticLoadoutPickaxe Name: {}", CosmeticLoadoutPickaxe ? CosmeticLoadoutPickaxe->GetFullName() : "InvalidObject");
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static auto WeaponDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.AthenaPickaxeItemDefinition", "WeaponDefinition", false);
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auto PickaxeDefinition = CosmeticLoadoutPickaxe ? CosmeticLoadoutPickaxe->Get<UFortItemDefinition*>(WeaponDefinitionOffset)
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@@ -114,10 +121,6 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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WorldInventory->AddItem(BuildingItemData_Floor, nullptr);
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WorldInventory->AddItem(BuildingItemData_Stair_W, nullptr);
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WorldInventory->AddItem(BuildingItemData_RoofS, nullptr);
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// WorldInventory->AddItem(WoodItemData, nullptr, 100);
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// WorldInventory->AddItem(DamageTrap, nullptr);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/ParallelGameplay/Items/WestSausage/WID_WestSausage_Parallel.WID_WestSausage_Parallel"), nullptr, 1, 1000);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/Game/Athena/Items/Consumables/HappyGhost/WID_Athena_HappyGhost.WID_Athena_HappyGhost"), nullptr);
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/* if (Globals::bLateGame)
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{
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