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https://github.com/Milxnor/Project-Reboot-3.0.git
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124 files changed.
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@@ -2,6 +2,7 @@
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#include "Object.h"
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#include "GameplayAbilitySpec.h"
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#include "AttributeSet.h"
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struct PadHex10 { char Pad[0x10]; };
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struct PadHex18 { char Pad[0x18]; };
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@@ -65,6 +66,12 @@ public:
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return GetPtr<FGameplayAbilitySpecContainer>(ActivatableAbilitiesOffset);
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}
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UAttributeSet* AddDefaultSubobjectSet(UAttributeSet* Subobject)
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{
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GetSpawnedAttributes().Add(Subobject);
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return Subobject;
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}
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bool HasAbility(UObject* DefaultAbility);
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FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext = FGameplayEffectContextHandle());
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// FGameplayEffectContextHandle MakeEffectContext();
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@@ -72,6 +79,8 @@ public:
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void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey);
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject = nullptr, bool bDoNotRegive = true);
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FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
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void RemoveActiveGameplayEffectBySourceEffect(UClass* GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int StacksToRemove);
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void ClearAbility(const FGameplayAbilitySpecHandle& Handle);
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static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);
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};
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