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https://github.com/Milxnor/Project-Reboot-3.0.git
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abundant update
complete looting rewrite, improve combining pickups, add debug printing logs, fix some agids, fix cheat summon, fix issue with vehicle spawning.
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@@ -35,11 +35,6 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
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auto MapInfo = GameState->GetMapInfo();
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}
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else
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{
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// SpawnLocation.Z += 100;
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// SpawnLocation.Z -= 50; // proper frfr
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}
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static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
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auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
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@@ -48,8 +43,8 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
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for (auto& LootDrop : LootDrops)
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{
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static auto ConsumableClassOffset = LootDrop.ItemDefinition->GetOffset("ConsumableClass");
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auto ConsumableClassSoft = LootDrop.ItemDefinition->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
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auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
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auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
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