mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +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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@@ -99,18 +99,18 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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if (!PlayerStateAthena)
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return nullptr; // return original?
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static auto PawnClass = FindObject<UClass>("/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
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static auto PawnClass = FindObject<UClass>(L"/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
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static auto DefaultPawnClassOffset = GameMode->GetOffset("DefaultPawnClass");
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GameMode->Get<UClass*>(DefaultPawnClassOffset) = PawnClass;
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constexpr bool bUseSpawnActor = false;
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bool bUseSpawnActor = Fortnite_Version >= 20;
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static auto SpawnDefaultPawnAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform");
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FTransform SpawnTransform = StartSpot->GetTransform();
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APawn* NewPawn = nullptr;
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if constexpr (bUseSpawnActor)
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if (bUseSpawnActor)
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{
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NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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}
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@@ -179,7 +179,7 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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NewPlayerAsAthena->AddPickaxeToInventory();
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for (int i = 0; i < StartingItems.Num(); i++)
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for (int i = 0; i < StartingItems.Num(); ++i)
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{
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auto& StartingItem = StartingItems.at(i);
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@@ -190,7 +190,7 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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{
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auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; ++i)
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{
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auto LootDrops = PickLootDrops(SpawnIslandTierGroup);
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@@ -212,7 +212,7 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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{
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auto LoadoutContainer = InventoryOverride->GetLoadoutContainerForTeamIndex(TeamIndex);
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for (int i = 0; i < LoadoutContainer.Loadout.Num(); i++)
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for (int i = 0; i < LoadoutContainer.Loadout.Num(); ++i)
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{
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auto& ItemAndCount = LoadoutContainer.Loadout.at(i);
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WorldInventory->AddItem(ItemAndCount.GetItem(), nullptr, ItemAndCount.GetCount());
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