respawning on older versions

fixed respawning on pre s6, fixed a crash for some s5 builds, work on ai a bit, start on blueprint decompiler
This commit is contained in:
Milxnor
2023-05-20 10:22:47 -04:00
parent bb5a5620e8
commit 33433ea9de
30 changed files with 2082 additions and 77 deletions

View File

@@ -71,6 +71,14 @@ static bool ApplyCID(AFortPlayerPawn* Pawn, UObject* CID, bool bUseServerChooseP
if (!PlayerController)
return false;
if (bUseServerChoosePart)
{
if (Pawn)
{
}
}
/* auto PCCosmeticLoadout = PlayerController->GetCosmeticLoadout();
if (!PCCosmeticLoadout)
@@ -197,9 +205,9 @@ public:
}
}
void ClientOnPawnRevived(AController* EventInstigator)
void ClientOnPawnRevived(AController* EventInstigator) // actually zone // idk what this actually does but i call it
{
static auto ClientOnPawnRevivedFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerControllerZone.ClientOnPawnRevived");
static auto ClientOnPawnRevivedFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerControllerZone.ClientOnPawnRevived");
this->ProcessEvent(ClientOnPawnRevivedFn, &EventInstigator);
}