abundant update

complete looting rewrite, improve combining pickups, add debug printing logs, fix some agids, fix cheat summon, fix issue with vehicle spawning.
This commit is contained in:
Milxnor
2023-05-06 19:01:56 -04:00
parent a4ed589aab
commit 5e92f2e90b
31 changed files with 1113 additions and 201 deletions

View File

@@ -35,11 +35,6 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
auto MapInfo = GameState->GetMapInfo();
}
else
{
// SpawnLocation.Z += 100;
// SpawnLocation.Z -= 50; // proper frfr
}
static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
@@ -48,8 +43,8 @@ void SpawnBGAs() // hahah not "proper", there's a function that we can hook and
for (auto& LootDrop : LootDrops)
{
static auto ConsumableClassOffset = LootDrop.ItemDefinition->GetOffset("ConsumableClass");
auto ConsumableClassSoft = LootDrop.ItemDefinition->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);