mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-14 03:02:22 +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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@@ -61,12 +61,14 @@
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#define LOADOUT_PLAYERTAB 4
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#define FUN_PLAYERTAB 5
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extern inline int AmountToSubtractIndex = 1;
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extern inline int SecondsUntilTravel = 5;
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extern inline bool bSwitchedInitialLevel = false;
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extern inline bool bIsInAutoRestart = false;
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extern inline float AutoBusStartSeconds = 60;
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extern inline int NumRequiredPlayersToStart = 2;
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extern inline bool bDebugPrintLooting = false;
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extern inline bool bDebugPrintFloorLoot = false;
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extern inline bool bDebugPrintSwapping = false;
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extern inline bool bEnableBotTick = false;
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extern inline bool bEnableCombinePickup = false;
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@@ -102,7 +104,7 @@ static inline void Restart() // todo move?
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static auto BeaconClass = FindObject<UClass>(L"/Script/FortniteGame.FortOnlineBeaconHost");
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auto AllFortBeacons = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BeaconClass);
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for (int i = 0; i < AllFortBeacons.Num(); i++)
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for (int i = 0; i < AllFortBeacons.Num(); ++i)
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{
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AllFortBeacons.at(i)->K2_DestroyActor();
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}
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@@ -569,7 +571,7 @@ static inline void MainUI()
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static auto mutatorClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaMutator");
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auto AllMutators = UGameplayStatics::GetAllActorsOfClass(GetWorld(), mutatorClass);
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for (int i = 0; i < AllMutators.Num(); i++)
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for (int i = 0; i < AllMutators.Num(); ++i)
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{
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auto Mutator = AllMutators.at(i);
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@@ -1151,10 +1153,21 @@ static inline void MainUI()
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ImGui::Checkbox("Fill Vending Machines", &Globals::bFillVendingMachines);
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ImGui::Checkbox("Enable Bot Tick", &bEnableBotTick);
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ImGui::Checkbox("Enable Combine Pickup", &bEnableCombinePickup);
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ImGui::InputInt("Amount To Subtract Index", &AmountToSubtractIndex);
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ImGui::InputText("Class Name to mess with", &ClassNameToDump);
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ImGui::InputText("Function Name to mess with", &FunctionNameToDump);
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if (ImGui::Button("Print Gamephase Step"))
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{
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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if (GameState)
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{
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LOG_INFO(LogDev, "GamePhaseStep: {}", (int)GameState->GetGamePhaseStep());
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}
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}
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if (ImGui::Button("Find all classes that inherit"))
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{
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auto ClassToScuff = FindObject<UClass>(ClassNameToDump);
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@@ -1244,6 +1257,7 @@ static inline void MainUI()
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}
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else if (Tab == DEBUGLOG_TAB)
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{
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ImGui::Checkbox("Floor Loot Debug Log", &bDebugPrintFloorLoot);
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ImGui::Checkbox("Looting Debug Log", &bDebugPrintLooting);
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ImGui::Checkbox("Swapping Debug Log", &bDebugPrintSwapping);
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ImGui::Checkbox("Engine Debug Log", &bEngineDebugLogs);
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