squad comms

squad comms, ltms now work less (this will return better in a later update), performance, fixed some versions, fixed vulnerabilities
This commit is contained in:
Milxnor
2023-06-15 22:04:53 -04:00
parent ed0c9005e6
commit 4482192a2b
46 changed files with 444 additions and 427 deletions

View File

@@ -38,6 +38,15 @@ FTransform AActor::GetTransform()
return Ret;
}
/*
UWorld* AActor::GetWorld()
{
return GetWorld(); // for real
}
*/
void AActor::SetNetDormancy(ENetDormancy Dormancy)
{
static auto SetNetDormancyFn = FindObject<UFunction>(L"/Script/Engine.Actor.SetNetDormancy");
@@ -220,8 +229,8 @@ void AActor::GetActorEyesViewPoint(FVector* OutLocation, FRotator* OutRotation)
static auto GetActorEyesViewPointFn = FindObject<UFunction>(L"/Script/Engine.Actor.GetActorEyesViewPoint");
struct
{
struct FVector OutLocation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FRotator OutRotation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
FVector OutLocation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FRotator OutRotation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
} AActor_GetActorEyesViewPoint_Params{};
this->ProcessEvent(GetActorEyesViewPointFn, &AActor_GetActorEyesViewPoint_Params);
@@ -237,7 +246,7 @@ AActor* AActor::GetClosestActor(UClass* ActorClass, float DistMax, std::function
TArray<AActor*> AllActors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ActorClass);
auto ActorLocation = GetActorLocation();
for (int i = 0; i < AllActors.Num(); i++)
for (int i = 0; i < AllActors.Num(); ++i)
{
auto Actor = AllActors.at(i);