mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
fix some versions
fixed s18 (I think), did something to teams, reverted harvesting thing because it was buggy
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@@ -28,6 +28,8 @@ void ABuildingActor::OnDamageServerHook(ABuildingActor* BuildingActor, float Dam
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if (BuildingSMActor->IsDestroyed())
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return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
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/*
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static auto LastDamageAmountOffset = BuildingSMActor->GetOffset("LastDamageAmount");
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static auto LastDamageHitOffset = BuildingSMActor->GetOffset("LastDamageHit", false) != -1 ? BuildingSMActor->GetOffset("LastDamageHit") : BuildingSMActor->GetOffset("LastDamageHitImpulseDir"); // idc
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@@ -38,6 +40,8 @@ void ABuildingActor::OnDamageServerHook(ABuildingActor* BuildingActor, float Dam
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BuildingSMActor->Get<float>(LastDamageAmountOffset) = Damage;
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BuildingSMActor->Get<float>(LastDamageHitOffset) = CurrentBuildingHealth;
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*/
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if (!PlayerController || !Weapon)
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return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
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@@ -84,7 +88,7 @@ void ABuildingActor::OnDamageServerHook(ABuildingActor* BuildingActor, float Dam
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// LOG_INFO(LogDev, "Out: {}", Out);
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const float DamageThatWillAffect = PreviousLastDamageHit > 0 && Damage > PreviousLastDamageHit ? PreviousLastDamageHit : Damage;
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const float DamageThatWillAffect = /* PreviousLastDamageHit > 0 && Damage > PreviousLastDamageHit ? PreviousLastDamageHit : */ Damage;
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float skid = Out / (BuildingActor->GetMaxHealth() / DamageThatWillAffect);
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