mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
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lategame
lategame pretty much working, work on some string stuff, some memory optimizations, summon should now work with non-bps
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@@ -130,6 +130,37 @@ UClass* AFortGameModeAthena::GetVehicleClassOverride(UClass* DefaultClass)
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return GetVehicleClassOverride_Params.ReturnValue;
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}
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void AFortGameModeAthena::SkipAircraft()
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{
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// reversed from 10.40
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auto GameState = GetGameStateAthena();
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static auto bGameModeWillSkipAircraftOffset = GameState->GetOffset("bGameModeWillSkipAircraft", false);
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if (bGameModeWillSkipAircraftOffset != -1) // hmm?
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GameState->Get<bool>(bGameModeWillSkipAircraftOffset) = true;
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static auto OnAircraftExitedDropZoneFn = FindObject<UFunction>("/Script/FortniteGame.FortGameModeAthena.OnAircraftExitedDropZone");
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static auto AircraftsOffset = GameState->GetOffset("Aircrafts", false);
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if (AircraftsOffset == -1)
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{
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static auto AircraftOffset = GameState->GetOffset("Aircraft");
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this->ProcessEvent(OnAircraftExitedDropZoneFn, &GameState->Get<AActor*>(AircraftOffset));
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}
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else
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{
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auto Aircrafts = GameState->GetPtr<TArray<AActor*>>(AircraftsOffset);
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for (int i = 0; i < Aircrafts->Num(); i++)
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{
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this->ProcessEvent(OnAircraftExitedDropZoneFn, &Aircrafts->at(i));
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}
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}
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}
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void AFortGameModeAthena::HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage)
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{
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TArray<AActor*> AllActors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ActorClass);
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@@ -466,7 +497,7 @@ bool AFortGameModeAthena::Athena_ReadyToStartMatchHook(AFortGameModeAthena* Game
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ShowFoundation(Lake);
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}
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auto FloatingIsland = Fortnite_Version == 6.10 ? FindObject<AActor>(L"/Game/Athena/Maps/Athena_POI_Foundations.Athena_POI_Foundations.PersistentLevel.LF_Athena_StreamingTest13") :
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auto FloatingIsland = Fortnite_Version <= 6.10 ? FindObject<AActor>(L"/Game/Athena/Maps/Athena_POI_Foundations.Athena_POI_Foundations.PersistentLevel.LF_Athena_StreamingTest13") :
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FindObject<AActor>(L"/Game/Athena/Maps/Athena_POI_Foundations.Athena_POI_Foundations.PersistentLevel.LF_FloatingIsland");
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ShowFoundation(FloatingIsland);
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@@ -1138,8 +1169,8 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
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}
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}
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auto SpawnIsland_FloorLoot = FindObject<UClass>("/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C");
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auto BRIsland_FloorLoot = FindObject<UClass>("/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C");
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auto SpawnIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C");
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auto BRIsland_FloorLoot = FindObject<UClass>(L"/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C");
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TArray<AActor*> SpawnIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpawnIsland_FloorLoot);
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TArray<AActor*> BRIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BRIsland_FloorLoot);
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