mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
Reboot Living up to its name
almost finish rebooting (im going insane), performance, increase llama spawn radius, remove auto restart for a little bit
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@@ -133,7 +133,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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BuildingFoundation->SetBitfieldValue(bShowHLODWhenDisabledOffset, bShowHLODWhenDisabledFieldMask, true);
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} */
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static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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@@ -151,7 +151,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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@@ -182,7 +182,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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static void StreamLevel(const std::string& LevelName, FVector Location = {})
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{
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static auto BuildingFoundation3x3Class = FindObject<UClass>("/Script/FortniteGame.BuildingFoundation3x3");
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static auto BuildingFoundation3x3Class = FindObject<UClass>(L"/Script/FortniteGame.BuildingFoundation3x3");
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FTransform Transform{};
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Transform.Scale3D = { 1, 1, 1 };
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Transform.Translation = Location;
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@@ -206,7 +206,7 @@ static void StreamLevel(const std::string& LevelName, FVector Location = {})
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*(FName*)(__int64(BuildingFoundation) + LevelToStreamOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
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static auto OnRep_LevelToStreamFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
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static auto OnRep_LevelToStreamFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
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BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
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ShowFoundation(BuildingFoundation);
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@@ -245,9 +245,7 @@ public:
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FName RedirectLootTier(const FName& LootTier);
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UClass* GetVehicleClassOverride(UClass* DefaultClass);
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// Idk where to put these 3 functions.
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static void HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage);
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static void HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage); // idk where to put
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static bool Athena_ReadyToStartMatchHook(AFortGameModeAthena* GameMode);
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static int Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller);
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