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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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@@ -129,9 +129,6 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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SpawnTransform.Rotation = VehicleSpawner->GetActorRotation().Quaternion();
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SpawnTransform.Scale3D = { 1, 1, 1 };
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FActorSpawnParameters SpawnParameters{};
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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static auto VehicleClassOffset = VehicleSpawner->GetOffset("VehicleClass", false);
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static auto BGAClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
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@@ -147,7 +144,7 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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return nullptr;
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}
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return GetWorld()->SpawnActor<AActor>(StrongVehicleClass, SpawnTransform, SpawnParameters);
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return GetWorld()->SpawnActor<AActor>(StrongVehicleClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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}
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static auto FortVehicleItemDefOffset = VehicleSpawner->GetOffset("FortVehicleItemDef");
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@@ -176,12 +173,12 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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return nullptr;
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}
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return GetWorld()->SpawnActor<AActor>(StrongVehicleActorClass, SpawnTransform, SpawnParameters);
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return GetWorld()->SpawnActor<AActor>(StrongVehicleActorClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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}
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static inline void SpawnVehicles2()
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{
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static auto FortAthenaVehicleSpawnerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaVehicleSpawner");
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static auto FortAthenaVehicleSpawnerClass = FindObject<UClass>(L"/Script/FortniteGame.FortAthenaVehicleSpawner");
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TArray<AActor*> AllVehicleSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortAthenaVehicleSpawnerClass);
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int AmountOfVehiclesSpawned = 0;
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