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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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@@ -3,6 +3,7 @@
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#include "FortPickup.h"
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#include "FortLootPackage.h"
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#include "AbilitySystemComponent.h"
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#include "FortGameStateAthena.h"
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UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(EFortResourceType ResourceType)
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{
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@@ -601,13 +602,15 @@ bool UFortKismetLibrary::PickLootDropsHook(UObject* Context, FFrame& Stack, bool
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LOG_INFO(LogDev, "Picking loot for {}.", TierGroupName.ComparisonIndex.Value ? TierGroupName.ToString() : "InvalidName");
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auto LootDrops = PickLootDrops(TierGroupName, -1, true);
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto LootDrops = PickLootDrops(TierGroupName, GameState->GetWorldLevel(), -1, true);
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for (int i = 0; i < LootDrops.size(); i++)
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{
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auto& LootDrop = LootDrops.at(i);
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auto NewEntry = FFortItemEntry::MakeItemEntry(LootDrop->GetItemDefinition(), LootDrop->GetCount(), LootDrop->GetLoadedAmmo());
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auto NewEntry = LootDrop.ItemEntry;
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OutLootToDrop.AddPtr(NewEntry, FFortItemEntry::GetStructSize());
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}
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