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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
a good update
Added a very useful debugging tool, made looting even more proper
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@@ -25,7 +25,7 @@ void FFortItemEntry::SetStateValue(EFortItemEntryState StateType, int IntValue)
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// ItemEntry->bIsDirty = true;
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}
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FFortItemEntry* FFortItemEntry::MakeItemEntry(UFortItemDefinition* ItemDefinition, int Count, int LoadedAmmo, float Durability)
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FFortItemEntry* FFortItemEntry::MakeItemEntry(UFortItemDefinition* ItemDefinition, int Count, int LoadedAmmo, float Durability, int Level)
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{
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auto Entry = Alloc<FFortItemEntry>(GetStructSize(), bUseFMemoryRealloc);
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@@ -40,7 +40,7 @@ FFortItemEntry* FFortItemEntry::MakeItemEntry(UFortItemDefinition* ItemDefinitio
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LoadedAmmo = 0;
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}
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Entry->MostRecentArrayReplicationKey = -1; // idk if we need to set this
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Entry->MostRecentArrayReplicationKey = -1; // idk if we need to set this one
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Entry->ReplicationID = -1;
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Entry->ReplicationKey = -1;
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@@ -50,6 +50,7 @@ FFortItemEntry* FFortItemEntry::MakeItemEntry(UFortItemDefinition* ItemDefinitio
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Entry->GetDurability() = Durability;
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Entry->GetGameplayAbilitySpecHandle() = FGameplayAbilitySpecHandle(-1);
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Entry->GetParentInventory().ObjectIndex = -1;
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Entry->GetLevel() = Level;
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// We want to add StateValues.Add(DurabilityInitialized); orwnatefc erwgearf yk
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// CoCreateGuid((GUID*)&Entry->GetItemGuid());
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// Entry->DoesUpdateStatsOnCollection() = true; // I think fortnite does this?
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