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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
a bit
cheat spawnpickup, teams on >s4, bga spawning, gameplayeffects apply from abilityset
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@@ -7,11 +7,14 @@
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#include "FortKismetLibrary.h"
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#include "AthenaMarkerComponent.h"
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static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
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static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID, bool bUseServerChoosePart = false)
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{
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if (!CID)
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return;
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if (!Pawn && bUseServerChoosePart)
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return;
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static auto HeroDefinitionOffset = CID->GetOffset("HeroDefinition");
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auto HeroDefinition = CID->Get(HeroDefinitionOffset);
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@@ -34,6 +37,18 @@ static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
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static auto Specialization_CharacterPartsOffset = Specialization->GetOffset("CharacterParts");
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auto& CharacterParts = Specialization->Get<TArray<TSoftObjectPtr<UObject>>>(Specialization_CharacterPartsOffset);
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static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
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/* if (bUseServerChoosePart)
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{
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for (int z = 0; z < CharacterParts.Num(); z++)
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{
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Pawn->ServerChoosePart((EFortCustomPartType)z, CharacterParts.at(z).Get(CustomCharacterPartClass, true));
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}
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continue; // hm?
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} */
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bool aa;
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TArray<UObject*> CharacterPartsaa;
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@@ -41,7 +56,6 @@ static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
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for (int z = 0; z < CharacterParts.Num(); z++)
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{
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auto& CharacterPartSoft = CharacterParts.at(z);
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static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
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auto CharacterPart = CharacterPartSoft.Get(CustomCharacterPartClass, true);
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CharacterPartsaa.Add(CharacterPart);
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@@ -53,6 +67,9 @@ static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
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CharacterPartsaa.Free();
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}
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}
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static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
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// PlayerState->Get(HeroTypeOffset) = HeroDefinition;
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}
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class AFortPlayerControllerAthena : public AFortPlayerController
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