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https://github.com/Milxnor/Project-Reboot-3.0.git
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2.4.2 & zone times proper
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@@ -2,6 +2,55 @@
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#include "FortPlayerController.h"
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#include "FortPlayerStateAthena.h"
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#include "FortPlayerPawn.h"
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#include "SoftObjectPtr.h"
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#include "FortKismetLibrary.h"
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static void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
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{
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if (!CID)
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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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using UFortHeroSpecialization = UObject;
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static auto SpecializationsOffset = HeroDefinition->GetOffset("Specializations");
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auto& Specializations = HeroDefinition->Get<TArray<TSoftObjectPtr<UFortHeroSpecialization>>>(SpecializationsOffset);
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auto PlayerState = Pawn->GetPlayerState();
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for (int i = 0; i < Specializations.Num(); i++)
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{
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auto& SpecializationSoft = Specializations.at(i);
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auto Specialization = SpecializationSoft.Get();
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if (Specialization)
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{
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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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bool aa;
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TArray<UObject*> CharacterPartsaa;
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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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auto CharacterPart = CharacterPartSoft.Get();
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CharacterPartsaa.Add(CharacterPart);
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continue;
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}
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UFortKismetLibrary::ApplyCharacterCosmetics(GetWorld(), CharacterPartsaa, PlayerState, &aa);
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CharacterPartsaa.Free();
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}
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}
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}
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class AFortPlayerControllerAthena : public AFortPlayerController
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{
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