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https://github.com/Milxnor/Project-Reboot-3.0.git
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i broke the whole project but its fine
complete pickup rewrite, idle pawns
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@@ -23,9 +23,39 @@ UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InControlle
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return AGameModeBase_GetDefaultPawnClassForController_Params.ReturnValue;
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}
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void AGameModeBase::ChangeName(AController* Controller, const FString& NewName, bool bNameChange)
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{
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static auto ChangeNameFn = FindObject<UFunction>("/Script/Engine.GameModeBase.ChangeName");
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struct
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{
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AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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struct FString NewName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_ChangeName_Params{ Controller, NewName, bNameChange };
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this->ProcessEvent(ChangeNameFn, &AGameModeBase_ChangeName_Params);
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}
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AActor* AGameModeBase::K2_FindPlayerStart(AController* Player, FString IncomingName)
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{
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static auto K2_FindPlayerStartFn = FindObject<UFunction>("/Script/Engine.GameModeBase.K2_FindPlayerStart");
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struct
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{
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AController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FString IncomingName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_K2_FindPlayerStart_Params{ Player, IncomingName };
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this->ProcessEvent(K2_FindPlayerStartFn, &AGameModeBase_K2_FindPlayerStart_Params);
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return AGameModeBase_K2_FindPlayerStart_Params.ReturnValue;
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}
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APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AController* NewPlayer, AActor* StartSpot)
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{
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LOG_INFO(LogDev, "SpawnDefaultPawnFor: 0x{:x}!", __int64(_ReturnAddress()) - __int64(GetModuleHandleW(0)));
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// LOG_INFO(LogDev, "SpawnDefaultPawnFor: 0x{:x}!", __int64(_ReturnAddress()) - __int64(GetModuleHandleW(0)));
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// auto PawnClass = GameMode->GetDefaultPawnClassForController(NewPlayer);
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// LOG_INFO(LogDev, "PawnClass: {}", PawnClass->GetFullName());
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