diff --git a/Project Reboot 3.0/FortGameModeAthena.cpp b/Project Reboot 3.0/FortGameModeAthena.cpp index 42000f9..258e911 100644 --- a/Project Reboot 3.0/FortGameModeAthena.cpp +++ b/Project Reboot 3.0/FortGameModeAthena.cpp @@ -1396,14 +1396,14 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena } #if 1 - LOG_INFO(LogDev, "Spawning loot!"); - auto SpawnIsland_FloorLoot = FindObject(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C"); auto BRIsland_FloorLoot = FindObject(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C"); TArray SpawnIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpawnIsland_FloorLoot); TArray BRIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BRIsland_FloorLoot); + LOG_INFO(LogDev, "Spawning floor loot ({} warmup, {} island)!", SpawnIsland_FloorLoot_Actors.Num(), BRIsland_FloorLoot_Actors.Num()); + auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup"); auto BRIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot"); @@ -1412,7 +1412,7 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena bool bDestroyFloorLootActor = false; bool bPrintWarmup = bDebugPrintFloorLoot; - for (int i = 0; i < SpawnIsland_FloorLoot_Actors.Num(); i++) + for (int i = 0; i < SpawnIsland_FloorLoot_Actors.Num(); ++i) { ABuildingContainer* CurrentActor = (ABuildingContainer*)SpawnIsland_FloorLoot_Actors.at(i); auto Location = CurrentActor->GetActorLocation() + CurrentActor->GetActorForwardVector() * CurrentActor->GetLootSpawnLocation_Athena().X + CurrentActor->GetActorRightVector() * CurrentActor->GetLootSpawnLocation_Athena().Y + CurrentActor->GetActorUpVector() * CurrentActor->GetLootSpawnLocation_Athena().Z; @@ -1440,7 +1440,7 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena int spawned = 0; - for (int i = 0; i < BRIsland_FloorLoot_Actors.Num(); i++) + for (int i = 0; i < BRIsland_FloorLoot_Actors.Num(); ++i) { ABuildingContainer* CurrentActor = (ABuildingContainer*)BRIsland_FloorLoot_Actors.at(i); spawned++; diff --git a/Project Reboot 3.0/addresses.cpp b/Project Reboot 3.0/addresses.cpp index 1ade2d1..0079a72 100644 --- a/Project Reboot 3.0/addresses.cpp +++ b/Project Reboot 3.0/addresses.cpp @@ -73,6 +73,8 @@ void Addresses::SetupVersion() if (Fortnite_Version >= 16.00 && Fortnite_Version <= 18.40) Engine_Version = 427; // 4.26.1; + + // TODO: Fortnite_CL = X } else diff --git a/Project Reboot 3.0/finder.h b/Project Reboot 3.0/finder.h index 5bf0ead..91e1a82 100644 --- a/Project Reboot 3.0/finder.h +++ b/Project Reboot 3.0/finder.h @@ -1375,7 +1375,7 @@ static inline uint64 FindGIsServer() return __int64(GetModuleHandleW(0)) + 0x637925C; if (Fortnite_Version == 12.41) return __int64(GetModuleHandleW(0)) + 0x804B65A; - if (Fortnite_Version == 14.60) + if (Fortnite_Version == 14.60 && Fortnite_CL == 14756138) return __int64(GetModuleHandleW(0)) + 0x939930E; if (Fortnite_Version == 17.30) return __int64(GetModuleHandleW(0)) + 0x973E499;