mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
squad comms
squad comms, ltms now work less (this will return better in a later update), performance, fixed some versions, fixed vulnerabilities
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@@ -38,6 +38,15 @@ FTransform AActor::GetTransform()
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return Ret;
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}
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/*
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UWorld* AActor::GetWorld()
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{
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return GetWorld(); // for real
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}
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*/
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void AActor::SetNetDormancy(ENetDormancy Dormancy)
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{
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static auto SetNetDormancyFn = FindObject<UFunction>(L"/Script/Engine.Actor.SetNetDormancy");
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@@ -220,8 +229,8 @@ void AActor::GetActorEyesViewPoint(FVector* OutLocation, FRotator* OutRotation)
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static auto GetActorEyesViewPointFn = FindObject<UFunction>(L"/Script/Engine.Actor.GetActorEyesViewPoint");
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struct
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{
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struct FVector OutLocation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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struct FRotator OutRotation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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FVector OutLocation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FRotator OutRotation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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} AActor_GetActorEyesViewPoint_Params{};
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this->ProcessEvent(GetActorEyesViewPointFn, &AActor_GetActorEyesViewPoint_Params);
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@@ -237,7 +246,7 @@ AActor* AActor::GetClosestActor(UClass* ActorClass, float DistMax, std::function
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TArray<AActor*> AllActors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ActorClass);
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auto ActorLocation = GetActorLocation();
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for (int i = 0; i < AllActors.Num(); i++)
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for (int i = 0; i < AllActors.Num(); ++i)
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{
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auto Actor = AllActors.at(i);
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