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

@@ -61,12 +61,14 @@
#define LOADOUT_PLAYERTAB 4
#define FUN_PLAYERTAB 5
extern inline int AmountToSubtractIndex = 1;
extern inline int SecondsUntilTravel = 5;
extern inline bool bSwitchedInitialLevel = false;
extern inline bool bIsInAutoRestart = false;
extern inline float AutoBusStartSeconds = 60;
extern inline int NumRequiredPlayersToStart = 2;
extern inline bool bDebugPrintLooting = false;
extern inline bool bDebugPrintFloorLoot = false;
extern inline bool bDebugPrintSwapping = false;
extern inline bool bEnableBotTick = false;
extern inline bool bEnableCombinePickup = false;
@@ -102,7 +104,7 @@ static inline void Restart() // todo move?
static auto BeaconClass = FindObject<UClass>(L"/Script/FortniteGame.FortOnlineBeaconHost");
auto AllFortBeacons = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BeaconClass);
for (int i = 0; i < AllFortBeacons.Num(); i++)
for (int i = 0; i < AllFortBeacons.Num(); ++i)
{
AllFortBeacons.at(i)->K2_DestroyActor();
}
@@ -569,7 +571,7 @@ static inline void MainUI()
static auto mutatorClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaMutator");
auto AllMutators = UGameplayStatics::GetAllActorsOfClass(GetWorld(), mutatorClass);
for (int i = 0; i < AllMutators.Num(); i++)
for (int i = 0; i < AllMutators.Num(); ++i)
{
auto Mutator = AllMutators.at(i);
@@ -1151,10 +1153,21 @@ static inline void MainUI()
ImGui::Checkbox("Fill Vending Machines", &Globals::bFillVendingMachines);
ImGui::Checkbox("Enable Bot Tick", &bEnableBotTick);
ImGui::Checkbox("Enable Combine Pickup", &bEnableCombinePickup);
ImGui::InputInt("Amount To Subtract Index", &AmountToSubtractIndex);
ImGui::InputText("Class Name to mess with", &ClassNameToDump);
ImGui::InputText("Function Name to mess with", &FunctionNameToDump);
if (ImGui::Button("Print Gamephase Step"))
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
if (GameState)
{
LOG_INFO(LogDev, "GamePhaseStep: {}", (int)GameState->GetGamePhaseStep());
}
}
if (ImGui::Button("Find all classes that inherit"))
{
auto ClassToScuff = FindObject<UClass>(ClassNameToDump);
@@ -1244,6 +1257,7 @@ static inline void MainUI()
}
else if (Tab == DEBUGLOG_TAB)
{
ImGui::Checkbox("Floor Loot Debug Log", &bDebugPrintFloorLoot);
ImGui::Checkbox("Looting Debug Log", &bDebugPrintLooting);
ImGui::Checkbox("Swapping Debug Log", &bDebugPrintSwapping);
ImGui::Checkbox("Engine Debug Log", &bEngineDebugLogs);