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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
level
level showing up on items now, fix s19, improve performance, fix big issue on s5
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@@ -42,11 +42,8 @@ public:
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static auto FortAthenaAIBotControllerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaAIBotController");
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FActorSpawnParameters PawnSpawnParameters{};
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PawnSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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Controller = GetWorld()->SpawnActor<AController>(ControllerClass);
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AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, PawnSpawnParameters);
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AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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AFortPlayerStateAthena* PlayerState = Cast<AFortPlayerStateAthena>(Controller->GetPlayerState());
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if (!Pawn || !PlayerState)
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@@ -126,14 +123,10 @@ public:
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return;
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}
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FActorSpawnParameters InventorySpawnParameters{};
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InventorySpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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InventorySpawnParameters.Owner = Controller;
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FTransform InventorySpawnTransform{};
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static auto FortInventoryClass = FindObject<UClass>("/Script/FortniteGame.FortInventory"); // AFortInventory::StaticClass()
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*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, InventorySpawnTransform, InventorySpawnParameters);
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*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, InventorySpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AlwaysSpawn, false, Controller));
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if (!*Inventory)
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{
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