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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
fix crasgh & versioins
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@@ -239,7 +239,7 @@ void AFortGameModeAthena::OverrideSupplyDrop(AFortGameStateAthena* GameState, UC
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if (!MapInfo)
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{
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LOG_WARN(LogGame, "No MapInfo!");
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LOG_WARN(LogGame, "[OverrideSupplyDrop] No MapInfo!");
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return;
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}
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@@ -711,26 +711,31 @@ bool AFortGameModeAthena::Athena_ReadyToStartMatchHook(AFortGameModeAthena* Game
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}
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}
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static auto FortPlayerStartCreativeClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartCreative");
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static auto FortPlayerStartWarmupClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartWarmup");
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TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), Globals::bCreative ? FortPlayerStartCreativeClass : FortPlayerStartWarmupClass);
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constexpr bool bIsAthenaMap = false;
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int ActorsNum = Actors.Num();
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Actors.Free();
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if (ActorsNum == 0)
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if (bIsAthenaMap)
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{
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// LOG_INFO(LogDev, "No Actors!");
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return false;
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static auto FortPlayerStartCreativeClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartCreative");
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static auto FortPlayerStartWarmupClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartWarmup");
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TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), Globals::bCreative ? FortPlayerStartCreativeClass : FortPlayerStartWarmupClass);
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int ActorsNum = Actors.Num();
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Actors.Free();
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if (ActorsNum == 0)
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{
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// LOG_INFO(LogDev, "No Actors!");
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return false;
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}
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}
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// I don't think this map info check is proper.. We can loop through the Actors in the World's PersistentLevel and check if there is a MapInfo, if there is then we can wait, else don't.
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auto MapInfo = GameState->GetMapInfo();
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if (Engine_Version >= 421 && // todo recheck this version
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!MapInfo
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if (Engine_Version >= 421 // todo recheck this version
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&& (bIsAthenaMap ? !MapInfo : false)
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)
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return false;
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