mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
idek
remove s18+ storm effect, fix teams on all versions, fix a crash, fix 1.11 restarting
This commit is contained in:
@@ -41,6 +41,42 @@ struct FAircraftFlightInfo
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}
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};
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static void SetFoundationTransform(AActor* BuildingFoundation, const FTransform& Transform)
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{
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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static auto Enabled = 1;
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static auto Disabled = 2;
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static auto DynamicFoundationTransformOffset = BuildingFoundation->GetOffset("DynamicFoundationTransform", false);
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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*DynamicFoundationTransform = Transform;
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}
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if (DynamicFoundationRepDataOffset != -1)
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{
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auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
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static auto RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
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static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation.Rotator();
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = DynamicFoundationTransform->Translation;
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}
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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}
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static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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{
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if (!BuildingFoundation)
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@@ -74,13 +110,13 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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static auto DynamicFoundationTypeOffset = BuildingFoundation->GetOffset("DynamicFoundationType");
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BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = bShow ? Static : StartDisabled;
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static auto bShowHLODWhenDisabledOffset = BuildingFoundation->GetOffset("bShowHLODWhenDisabled", false);
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/* static auto bShowHLODWhenDisabledOffset = BuildingFoundation->GetOffset("bShowHLODWhenDisabled", false);
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if (bShowHLODWhenDisabledOffset != -1)
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{
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static auto bShowHLODWhenDisabledFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bShowHLODWhenDisabled"));
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BuildingFoundation->SetBitfieldValue(bShowHLODWhenDisabledOffset, bShowHLODWhenDisabledFieldMask, true);
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}
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} */
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static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
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@@ -90,17 +126,6 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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static auto Enabled = 1;
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static auto Disabled = 2;
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static auto DynamicFoundationTransformOffset = BuildingFoundation->GetOffset("DynamicFoundationTransform", false);
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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DynamicFoundationTransform->Rotation = BuildingFoundation->GetActorRotation().Quaternion();
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DynamicFoundationTransform->Translation = BuildingFoundation->GetActorLocation();
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DynamicFoundationTransform->Scale3D = BuildingFoundation->GetActorScale3D();
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}
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if (DynamicFoundationRepDataOffset != -1)
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{
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auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
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@@ -110,10 +135,6 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
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*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
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// hmm
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingFoundation->GetActorRotation();
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = BuildingFoundation->GetActorLocation();
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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@@ -124,6 +145,8 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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if (FoundationEnabledStateOffset != -1)
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BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) = bShow ? Enabled : Disabled;
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SetFoundationTransform(BuildingFoundation, BuildingFoundation->GetTransform()); // idk
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static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
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auto& LevelToStream = BuildingFoundation->Get<FName>(LevelToStreamOffset);
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