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https://github.com/Milxnor/Project-Reboot-3.0.git
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a bit
fix pickup notifications, fix 1.11 crash, remove pickup notifications (to fix restarting and random crashes), fix s7 crash, add delay before switching level, fix some issues with gadgets, fix character parts being buggy.
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@@ -187,8 +187,8 @@ static inline void FillItemCollector(ABuildingItemCollectorActor* ItemCollector,
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}
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// The reason I set the curve to 0 is because it will force it to return value, probably not how we are supposed to do it but whatever.
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ItemCollection->GetInputCount()->GetCurve().CurveTable = nullptr; // FortGameData; // scuffed idc
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ItemCollection->GetInputCount()->GetCurve().RowName = FName(0); // WoodName; // Scuffed idc
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ItemCollection->GetInputCount()->GetCurve().CurveTable = Fortnite_Version < 5 ? nullptr : FortGameData; // scuffed idc
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ItemCollection->GetInputCount()->GetCurve().RowName = Fortnite_Version < 5 ? FName(0) : WoodName; // Scuffed idc
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ItemCollection->GetInputCount()->GetValue() = RarityToUse == 0 ? CommonPrice
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: RarityToUse == 1 ? UncommonPrice
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: RarityToUse == 2 ? RarePrice
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@@ -234,7 +234,7 @@ static inline void FillItemCollector(ABuildingItemCollectorActor* ItemCollector,
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static inline void FillVendingMachines()
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{
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static auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
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auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
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auto AllVendingMachines = UGameplayStatics::GetAllActorsOfClass(GetWorld(), VendingMachineClass);
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auto OverrideLootTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaVending"); // ItemCollector->GetLootTierGroupOverride();
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