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"fix" gisserver for 14.60
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@@ -1396,14 +1396,14 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
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}
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#if 1
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LOG_INFO(LogDev, "Spawning loot!");
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auto SpawnIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C");
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auto BRIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C");
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TArray<AActor*> SpawnIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpawnIsland_FloorLoot);
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TArray<AActor*> BRIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BRIsland_FloorLoot);
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LOG_INFO(LogDev, "Spawning floor loot ({} warmup, {} island)!", SpawnIsland_FloorLoot_Actors.Num(), BRIsland_FloorLoot_Actors.Num());
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auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
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auto BRIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot");
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@@ -1412,7 +1412,7 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
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bool bDestroyFloorLootActor = false;
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bool bPrintWarmup = bDebugPrintFloorLoot;
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for (int i = 0; i < SpawnIsland_FloorLoot_Actors.Num(); i++)
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for (int i = 0; i < SpawnIsland_FloorLoot_Actors.Num(); ++i)
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{
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ABuildingContainer* CurrentActor = (ABuildingContainer*)SpawnIsland_FloorLoot_Actors.at(i);
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auto Location = CurrentActor->GetActorLocation() + CurrentActor->GetActorForwardVector() * CurrentActor->GetLootSpawnLocation_Athena().X + CurrentActor->GetActorRightVector() * CurrentActor->GetLootSpawnLocation_Athena().Y + CurrentActor->GetActorUpVector() * CurrentActor->GetLootSpawnLocation_Athena().Z;
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@@ -1440,7 +1440,7 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
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int spawned = 0;
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for (int i = 0; i < BRIsland_FloorLoot_Actors.Num(); i++)
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for (int i = 0; i < BRIsland_FloorLoot_Actors.Num(); ++i)
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{
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ABuildingContainer* CurrentActor = (ABuildingContainer*)BRIsland_FloorLoot_Actors.at(i);
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spawned++;
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