proper vending machines like fully, performance
This commit is contained in:
Milxnor
2023-05-08 22:28:32 -04:00
parent d5c95ac978
commit b64f569551
22 changed files with 399 additions and 221 deletions

View File

@@ -78,6 +78,72 @@ AFortPickup* AFortPickup::SpawnPickup(PickupCreateData& PickupData)
PrimaryPickupItemEntry->CopyFromAnotherItemEntry(PickupData.ItemEntry);
}
if (false && PlayerState)
{
if (auto GadgetItemDefinition = Cast<UFortGadgetItemDefinition>(PrimaryPickupItemEntry->GetItemDefinition()))
{
auto ASC = PlayerState->GetAbilitySystemComponent();
if (GadgetItemDefinition->GetTrackedAttributes().Num() > 0)
{
PrimaryPickupItemEntry->SetStateValue(EFortItemEntryState::GenericAttributeValueSet, 1);
}
std::vector<float> AttributeValueVector;
for (int i = 0; i < GadgetItemDefinition->GetTrackedAttributes().Num(); i++)
{
auto& CurrentTrackedAttribute = GadgetItemDefinition->GetTrackedAttributes().at(i);
// LOG_INFO(LogDev, "[{}] TrackedAttribute Attribute Property Name {}", i, GadgetItemDefinition->GetTrackedAttributes().at(i).GetAttributePropertyName());
// LOG_INFO(LogDev, "[{}] TrackedAttribute Attribute Name {}", i, GadgetItemDefinition->GetTrackedAttributes().at(i).GetAttributeName());
// LOG_INFO(LogDev, "[{}] TrackedAttribute Attribute Owner {}", i, GadgetItemDefinition->GetTrackedAttributes().at(i).AttributeOwner->GetPathName());
if (!ASC)
break;
int CurrentAttributeValue = -1;
for (int i = 0; i < ASC->GetSpawnedAttributes().Num(); i++)
{
auto CurrentSpawnedAttribute = ASC->GetSpawnedAttributes().at(i);
if (CurrentSpawnedAttribute->IsA(CurrentTrackedAttribute.AttributeOwner))
{
auto PropertyOffset = CurrentSpawnedAttribute->GetOffset(CurrentTrackedAttribute.GetAttributePropertyName());
if (PropertyOffset != -1)
{
CurrentAttributeValue = CurrentSpawnedAttribute->GetPtr<FFortGameplayAttributeData>(PropertyOffset)->GetCurrentValue();
break; // hm
}
}
}
// LOG_INFO(LogDev, "CurrentAttributeValue: {}", CurrentAttributeValue);
if (CurrentAttributeValue != -1) // Found the attribute.
{
// im so smart
AttributeValueVector.push_back(CurrentAttributeValue);
}
}
for (int z = 0; z < PrimaryPickupItemEntry->GetGenericAttributeValues().Num(); z++) // First value must be the current value // dont ask me why fortnite keeps the old values in it too..
{
AttributeValueVector.push_back(PrimaryPickupItemEntry->GetGenericAttributeValues().at(z));
}
PrimaryPickupItemEntry->GetGenericAttributeValues().Free();
for (auto& AttributeValue : AttributeValueVector)
{
// ReplicatedEntry->GetGenericAttributeValues().Add(AttributeValue);
}
}
}
static auto PickupSourceTypeFlagsOffset = Pickup->GetOffset("PickupSourceTypeFlags", false);
if (PickupSourceTypeFlagsOffset != -1)
@@ -209,6 +275,7 @@ void AFortPickup::CombinePickupHook(AFortPickup* Pickup)
CreateData.PawnOwner = ItemOwner;
CreateData.SourceType = EFortPickupSourceTypeFlag::GetPlayerValue();
CreateData.IgnoreCombineTarget = PickupToCombineInto;
CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
auto NewOverStackPickup = AFortPickup::SpawnPickup(CreateData);
}