mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
Bim bam boom
This commit is contained in:
@@ -9,6 +9,7 @@
|
||||
#include "FortAthenaMutator_GG.h"
|
||||
#include "FortAthenaMutator_InventoryOverride.h"
|
||||
#include "calendar.h"
|
||||
#include "hooking.h"
|
||||
|
||||
void AGameModeBase::RestartPlayerAtTransform(AController* NewPlayer, FTransform SpawnTransform)
|
||||
{
|
||||
@@ -120,33 +121,29 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
|
||||
static auto DefaultPawnClassOffset = GameMode->GetOffset("DefaultPawnClass");
|
||||
GameMode->Get<UClass*>(DefaultPawnClassOffset) = PawnClass;
|
||||
|
||||
bool bUseSpawnActor = false;
|
||||
|
||||
#if 1
|
||||
static auto SpawnDefaultPawnAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform");
|
||||
|
||||
FTransform SpawnTransform = StartSpot->GetTransform();
|
||||
APawn* NewPawn = nullptr;
|
||||
|
||||
if (bUseSpawnActor)
|
||||
{
|
||||
NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
|
||||
AGameModeBase_SpawnDefaultPawnAtTransform_Params{ NewPlayer, SpawnTransform };
|
||||
struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
|
||||
AGameModeBase_SpawnDefaultPawnAtTransform_Params{ NewPlayer, SpawnTransform };
|
||||
|
||||
LOG_INFO(LogDev, "Calling SpawnDefaultPawnAtTransformFn!");
|
||||
LOG_INFO(LogDev, "Calling SpawnDefaultPawnAtTransformFn!");
|
||||
|
||||
GameMode->ProcessEvent(SpawnDefaultPawnAtTransformFn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
|
||||
GameMode->ProcessEvent(SpawnDefaultPawnAtTransformFn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
|
||||
|
||||
LOG_INFO(LogDev, "Finished SpawnDefaultPawnAtTransformFn!");
|
||||
LOG_INFO(LogDev, "Finished SpawnDefaultPawnAtTransformFn!");
|
||||
|
||||
NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
|
||||
}
|
||||
auto NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
|
||||
#else
|
||||
#endif
|
||||
|
||||
if (!NewPawn)
|
||||
{
|
||||
LOG_WARN(LogPlayer, "Failed to spawn pawn!");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool bIsRespawning = false; // reel
|
||||
|
||||
|
||||
Reference in New Issue
Block a user