"fix" gisserver for 14.60

This commit is contained in:
Gray
2025-03-30 15:44:52 -04:00
parent 228240101d
commit 2b6b321270
3 changed files with 7 additions and 5 deletions

View File

@@ -1396,14 +1396,14 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
}
#if 1
LOG_INFO(LogDev, "Spawning loot!");
auto SpawnIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C");
auto BRIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C");
TArray<AActor*> SpawnIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpawnIsland_FloorLoot);
TArray<AActor*> 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++;