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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-14 03:02:22 +01:00
a good update
Added a very useful debugging tool, made looting even more proper
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@@ -9,6 +9,7 @@
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#include "builder.h"
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#include "FortLootPackage.h"
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#include "bots.h"
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#include "FortLootLevel.h"
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bool IsOperator(APlayerState* PlayerState, AFortPlayerController* PlayerController)
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{
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@@ -200,6 +201,12 @@ void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg)
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if (bShouldUpdate)
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WorldInventory->Update();
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto ItemLevel = UFortLootLevel::GetItemLevel(WID->GetLootLevelData(), GameState->GetWorldLevel());
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LOG_INFO(LogDev, "ItemLevel: {}", ItemLevel);
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LOG_INFO(LogDev, "PickLevel: {}", WID->PickLevel(ItemLevel));
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SendMessageToConsole(PlayerController, L"Granted item!");
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}
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else if (Command == "printsimulatelootdrops")
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@@ -211,8 +218,9 @@ void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg)
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}
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auto& lootTierGroup = Arguments[1];
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto LootDrops = PickLootDrops(UKismetStringLibrary::Conv_StringToName(std::wstring(lootTierGroup.begin(), lootTierGroup.end()).c_str()), -1, true);
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auto LootDrops = PickLootDrops(UKismetStringLibrary::Conv_StringToName(std::wstring(lootTierGroup.begin(), lootTierGroup.end()).c_str()), GameState->GetWorldLevel(), -1, true);
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for (int i = 0; i < LootDrops.size(); i++)
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{
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