mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
fix s11 idk
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@@ -23,6 +23,7 @@ struct FActorDestructionInfo
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FString PathName;
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FName StreamingLevelName;
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};
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struct FNetworkObjectInfo
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{
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/** Pointer to the replicated actor. */
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@@ -109,6 +110,16 @@ struct FURL // idk where this actually goes
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FString Portal; // 0x0058(0x0010) (ZeroConstructor)
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};
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struct FNetGUIDCache
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{
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bool SupportsObject(const UObject* Object, const TWeakObjectPtr<UObject>* WeakObjectPtr = nullptr) const
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{
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// 1.11
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bool (*SupportsObjectOriginal)(__int64, const UObject*, const TWeakObjectPtr<UObject>*) = decltype(SupportsObjectOriginal)(__int64(GetModuleHandleW(0)) + 0x1AF01E0);
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return SupportsObjectOriginal(__int64(this), Object, WeakObjectPtr);
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}
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};
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class UNetDriver : public UObject
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{
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public:
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@@ -119,6 +130,18 @@ public:
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static void TickFlushHook(UNetDriver* NetDriver);
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FNetGUIDCache* GetGuidCache()
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{
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static auto GuidCacheOffset = GetOffset("WorldPackage") + 8; // checked for 1.11
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return GetPtr<FNetGUIDCache>(GuidCacheOffset);
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}
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UWorld*& GetNetDriverWorld() const
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{
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static auto WorldOffset = GetOffset("World");
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return Get<UWorld*>(WorldOffset);
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}
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UObject*& GetWorldPackage() const
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{
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static auto WorldPackageOffset = GetOffset("WorldPackage");
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@@ -161,7 +184,7 @@ public:
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void SetWorld(UWorld* World) { return SetWorldOriginal(this, World); }
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int32 ServerReplicateActors();
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int32 ServerReplicateActors_ProcessPrioritizedActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, FActorPriority** PriorityActors, const int32 FinalSortedCount, int32& OutUpdated);
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void ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList);
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void ServerReplicateActors_BuildConsiderList(std::vector<FNetworkObjectInfo*>& OutConsiderList, const float ServerTickTime);
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int32 ServerReplicateActors_PrioritizeActors(UNetConnection* Connection, const std::vector<FNetViewer>& ConnectionViewers, const std::vector<FNetworkObjectInfo*> ConsiderList, const bool bCPUSaturated, FActorPriority*& OutPriorityList, FActorPriority**& OutPriorityActors);
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FNetworkObjectList& GetNetworkObjectList();
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};
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