i broke the whole project but its fine

complete pickup rewrite, idle pawns
This commit is contained in:
Milxnor
2023-05-07 17:34:24 -04:00
parent 5e92f2e90b
commit 3405177d20
51 changed files with 1439 additions and 338 deletions

View File

@@ -23,9 +23,39 @@ UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InControlle
return AGameModeBase_GetDefaultPawnClassForController_Params.ReturnValue;
}
void AGameModeBase::ChangeName(AController* Controller, const FString& NewName, bool bNameChange)
{
static auto ChangeNameFn = FindObject<UFunction>("/Script/Engine.GameModeBase.ChangeName");
struct
{
AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FString NewName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_ChangeName_Params{ Controller, NewName, bNameChange };
this->ProcessEvent(ChangeNameFn, &AGameModeBase_ChangeName_Params);
}
AActor* AGameModeBase::K2_FindPlayerStart(AController* Player, FString IncomingName)
{
static auto K2_FindPlayerStartFn = FindObject<UFunction>("/Script/Engine.GameModeBase.K2_FindPlayerStart");
struct
{
AController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FString IncomingName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_K2_FindPlayerStart_Params{ Player, IncomingName };
this->ProcessEvent(K2_FindPlayerStartFn, &AGameModeBase_K2_FindPlayerStart_Params);
return AGameModeBase_K2_FindPlayerStart_Params.ReturnValue;
}
APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AController* NewPlayer, AActor* StartSpot)
{
LOG_INFO(LogDev, "SpawnDefaultPawnFor: 0x{:x}!", __int64(_ReturnAddress()) - __int64(GetModuleHandleW(0)));
// LOG_INFO(LogDev, "SpawnDefaultPawnFor: 0x{:x}!", __int64(_ReturnAddress()) - __int64(GetModuleHandleW(0)));
// auto PawnClass = GameMode->GetDefaultPawnClassForController(NewPlayer);
// LOG_INFO(LogDev, "PawnClass: {}", PawnClass->GetFullName());