Reboot Living up to its name

almost finish rebooting (im going insane), performance, increase llama spawn radius, remove auto restart for a little bit
This commit is contained in:
Milxnor
2023-05-13 19:46:50 -04:00
parent 2335ad43a3
commit 1da6822119
31 changed files with 684 additions and 64 deletions

View File

@@ -133,7 +133,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
BuildingFoundation->SetBitfieldValue(bShowHLODWhenDisabledOffset, bShowHLODWhenDisabledFieldMask, true);
} */
static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
@@ -151,7 +151,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
}
@@ -182,7 +182,7 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
static void StreamLevel(const std::string& LevelName, FVector Location = {})
{
static auto BuildingFoundation3x3Class = FindObject<UClass>("/Script/FortniteGame.BuildingFoundation3x3");
static auto BuildingFoundation3x3Class = FindObject<UClass>(L"/Script/FortniteGame.BuildingFoundation3x3");
FTransform Transform{};
Transform.Scale3D = { 1, 1, 1 };
Transform.Translation = Location;
@@ -206,7 +206,7 @@ static void StreamLevel(const std::string& LevelName, FVector Location = {})
*(FName*)(__int64(BuildingFoundation) + LevelToStreamOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
static auto OnRep_LevelToStreamFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
static auto OnRep_LevelToStreamFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
ShowFoundation(BuildingFoundation);
@@ -245,9 +245,7 @@ public:
FName RedirectLootTier(const FName& LootTier);
UClass* GetVehicleClassOverride(UClass* DefaultClass);
// Idk where to put these 3 functions.
static void HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage);
static void HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage); // idk where to put
static bool Athena_ReadyToStartMatchHook(AFortGameModeAthena* GameMode);
static int Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller);