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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a lot
fix 1.11 replication, fix some ltm specific stuff, start on shadow stones, fix some events not having foundations, fix s4-s6 gadgets, fix clear inventory on some versions
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@@ -32,6 +32,7 @@ class AFortPlayerPawn : public AFortPawn
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{
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public:
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static inline AActor* (*ServerOnExitVehicleOriginal)(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
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static inline void (*StartGhostModeExitOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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void ServerChoosePart(EFortCustomPartType Part, class UObject* ChosenCharacterPart);
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void ForceLaunchPlayerZipline(); // Thanks android
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@@ -41,6 +42,7 @@ public:
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UFortWeaponItemDefinition* GetVehicleWeaponDefinition(AFortAthenaVehicle* Vehicle);
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void UnEquipVehicleWeaponDefinition(UFortWeaponItemDefinition* VehicleWeaponDefinition);
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static void StartGhostModeExitHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but eh
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static AActor* ServerOnExitVehicleHook(AFortPlayerPawn* Pawn, ETryExitVehicleBehavior ExitForceBehavior); // actually returns AFortAthenaVehicle
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static void ServerSendZiplineStateHook(AFortPlayerPawn* Pawn, FZiplinePawnState InZiplineState);
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static void ServerHandlePickupHook(AFortPlayerPawn* Pawn, AFortPickup* Pickup, float InFlyTime, FVector InStartDirection, bool bPlayPickupSound);
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