added some specific playlist items, fix s8-s10 markers because i broke, fixed removing items on aircraft on every version, added thanos stone automatic spawning, fix a bug with lategame, add marshmello stage, fix multiple battle buses, fix teams on large team gamemodes, fix some items not removing automatically
This commit is contained in:
Milxnor
2023-04-21 22:09:20 -04:00
parent a16bb42c01
commit 769dfa08ef
29 changed files with 572 additions and 93 deletions

View File

@@ -4,6 +4,9 @@
#include "FortPlayerControllerAthena.h"
#include "FortGameModeAthena.h"
#include "FortLootPackage.h"
#include "FortAthenaMutator_GiveItemsAtGamePhaseStep.h"
#include "DataTableFunctionLibrary.h"
#include "FortAthenaMutator_GG.h"
UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InController)
{
@@ -41,16 +44,16 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
if constexpr (bUseSpawnActor)
{
NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnParameters);
NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnParameters);
}
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 };
GameMode->ProcessEvent(fn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
GameMode->ProcessEvent(fn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
}
if (!NewPawn)
@@ -77,7 +80,7 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
auto PlayerState = NewPlayerAsAthena->GetPlayerStateAthena();
PlayerState->GetAbilitySystemComponent()->RemoveActiveGameplayEffectBySourceEffect(StormEffectClass, 1, PlayerState->GetAbilitySystemComponent());
} */
if (NewPlayerAsAthena)
{
auto WorldInventory = NewPlayerAsAthena->GetWorldInventory();