cheat spawnpickup, teams on >s4, bga spawning, gameplayeffects apply from abilityset
This commit is contained in:
Milxnor
2023-04-08 00:35:54 -04:00
parent 636a084bcb
commit 5f5d7fb649
27 changed files with 712 additions and 125 deletions

View File

@@ -25,6 +25,31 @@ void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<vo
}
}
FActiveGameplayEffectHandle UAbilitySystemComponent::ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext)
{
static auto BP_ApplyGameplayEffectToSelfFn = FindObject<UFunction>("/Script/GameplayAbilities.AbilitySystemComponent.BP_ApplyGameplayEffectToSelf");
struct
{
UClass* GameplayEffectClass; // (Parm, ZeroConstructor, IsPlainOldData)
float Level; // (Parm, ZeroConstructor, IsPlainOldData)
FGameplayEffectContextHandle EffectContext; // (Parm)
FActiveGameplayEffectHandle ReturnValue; // (Parm, OutParm, ReturnParm)
}UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params{GameplayEffectClass, Level, EffectContext};
this->ProcessEvent(BP_ApplyGameplayEffectToSelfFn, &UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params);
return UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params.ReturnValue;
}
/* FGameplayEffectContextHandle UAbilitySystemComponent::MakeEffectContext()
{
static auto MakeEffectContextFn = FindObject<UFunction>("/Script/GameplayAbilities.AbilitySystemComponent.MakeEffectContext");
FGameplayEffectContextHandle ContextHandle;
this->ProcessEvent(MakeEffectContextFn, &ContextHandle);
return ContextHandle;
} */
void UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator)
{
static auto RemoveActiveGameplayEffectBySourceEffectFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.RemoveActiveGameplayEffectBySourceEffect");
@@ -98,11 +123,11 @@ void UAbilitySystemComponent::InternalServerTryActivateAbilityHook(UAbilitySyste
}
}
FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass)
FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject)
{
// LOG_INFO(LogDev, "Making spec!");
auto NewSpec = MakeNewSpec(AbilityClass);
auto NewSpec = MakeNewSpec(AbilityClass, SourceObject);
// LOG_INFO(LogDev, "Made spec!");