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https://github.com/Milxnor/Project-Reboot-3.0.git
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level
level showing up on items now, fix s19, improve performance, fix big issue on s5
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@@ -44,10 +44,7 @@ AFortPickup* AFortPickup::SpawnPickup(PickupCreateData& PickupData)
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static auto FortPickupAthenaClass = FindObject<UClass>(L"/Script/FortniteGame.FortPickupAthena");
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auto PlayerState = PickupData.PawnOwner ? Cast<AFortPlayerState>(PickupData.PawnOwner->GetPlayerState()) : nullptr;
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FActorSpawnParameters SpawnParameters{};
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// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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auto Pickup = GetWorld()->SpawnActor<AFortPickup>(PickupData.OverrideClass ? PickupData.OverrideClass : FortPickupAthenaClass, PickupData.SpawnLocation, FQuat(), FVector(1, 1, 1), SpawnParameters);
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auto Pickup = GetWorld()->SpawnActor<AFortPickup>(PickupData.OverrideClass ? PickupData.OverrideClass : FortPickupAthenaClass, PickupData.SpawnLocation, FQuat(), FVector(1, 1, 1));
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if (!Pickup)
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return nullptr;
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@@ -270,7 +267,7 @@ void AFortPickup::CombinePickupHook(AFortPickup* Pickup)
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auto ItemOwner = Pickup->GetPickupLocationData()->GetItemOwner();
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PickupCreateData CreateData;
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CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(ItemDefinition, OverStackCount, 0);
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CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(ItemDefinition, OverStackCount, 0, MAX_DURABILITY, Pickup->GetPrimaryPickupItemEntry()->GetLevel());
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CreateData.SpawnLocation = PickupToCombineInto->GetActorLocation();
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CreateData.PawnOwner = ItemOwner;
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CreateData.SourceType = EFortPickupSourceTypeFlag::GetPlayerValue();
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@@ -380,8 +377,7 @@ char AFortPickup::CompletePickupAnimationHook(AFortPickup* Pickup)
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if (ItemInstanceToSwap && ItemDefinitionToSwap->CanBeDropped() && !bHasSwapped && ItemDefGoingInPrimary) // swap
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{
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auto SwappedPickup = SpawnPickup(ItemEntryToSwap, PawnLoc,
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EFortPickupSourceTypeFlag::GetPlayerValue(), 0, Pawn);
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auto SwappedPickup = SpawnPickup(ItemEntryToSwap, PawnLoc, EFortPickupSourceTypeFlag::GetPlayerValue(), 0, Pawn);
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auto CurrentWeapon = Pawn->GetCurrentWeapon();
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