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https://github.com/Milxnor/Project-Reboot-3.0.git
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a bit
cheat spawnpickup, teams on >s4, bga spawning, gameplayeffects apply from abilityset
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@@ -17,6 +17,18 @@ using FGameplayEventData = PadHexB0;
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using FPredictionKey = __int64;
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// using FGameplayEventData = __int64;
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struct FGameplayEffectContextHandle
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{
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unsigned char UnknownData00[0x18]; // 0x0000(0x0018) MISSED OFFSET
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};
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struct FActiveGameplayEffectHandle
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{
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int Handle; // 0x0000(0x0004) (ZeroConstructor, IsPlainOldData)
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bool bPassedFiltersAndWasExecuted; // 0x0004(0x0001) (ZeroConstructor, IsPlainOldData)
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unsigned char UnknownData00[0x3]; // 0x0005(0x0003) MISSED OFFSET
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};
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class UAbilitySystemComponent : public UObject
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{
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public:
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@@ -32,9 +44,17 @@ public:
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this->ProcessEvent(fn, &UAbilitySystemComponent_ClientActivateAbilityFailed_Params);
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}
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TArray<UObject*>& GetSpawnedAttributes()
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{
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static auto SpawnedAttributesOffset = GetOffset("SpawnedAttributes");
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return Get<TArray<UObject*>>(SpawnedAttributesOffset);
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}
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FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext);
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// FGameplayEffectContextHandle MakeEffectContext();
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void RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator);
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void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey);
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass);
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject = nullptr);
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FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
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static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);
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