mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 19:02:21 +01:00
interacting
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@@ -6,6 +6,7 @@
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#include "Rotator.h"
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#include "BuildingSMActor.h"
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#include "Stack.h"
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struct FCreateBuildingActorData { uint32_t BuildingClassHandle; FVector BuildLoc; FRotator BuildRot; bool bMirrored; };
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@@ -27,6 +28,8 @@ struct FFortAthenaLoadout
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class AFortPlayerController : public APlayerController
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{
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public:
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static inline void (*ServerAttemptInteractOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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void ClientReportDamagedResourceBuilding(ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot);
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AFortInventory*& GetWorldInventory()
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@@ -41,12 +44,6 @@ public:
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return Get<AFortPawn*>(MyFortPawnOffset);
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}
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>("/Script/FortniteGame.FortPlayerController");
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return Class;
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}
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FFortAthenaLoadout* GetCosmeticLoadout()
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{
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static auto CosmeticLoadoutPCOffset = this->GetOffset("CosmeticLoadoutPC", false);
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@@ -60,13 +57,21 @@ public:
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}
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static void ServerExecuteInventoryItemHook(AFortPlayerController* PlayerController, FGuid ItemGuid);
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static void ServerAttemptInteractHook(UObject* Context, FFrame* Stack, void* Ret);
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static void ServerAttemptAircraftJumpHook(AFortPlayerController* PC, FRotator ClientRotation);
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static void ServerCreateBuildingActorHook(AFortPlayerController* PlayerController, FCreateBuildingActorData CreateBuildingData);
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static void ServerPlayEmoteItemHook(AFortPlayerController* PlayerController, UObject* EmoteAsset);
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static void ClientOnPawnDiedHook(AFortPlayerController* PlayerController, __int64 DeathReport);
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static void ServerBeginEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit);
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static void ServerEditBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit, UClass* NewBuildingClass, int RotationIterations, char bMirrored);
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static void ServerEndEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToStopEditing);
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>("/Script/FortniteGame.FortPlayerController");
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return Class;
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}
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};
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