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