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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
124 files changed.
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@@ -7,6 +7,17 @@
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struct FGameplayEffectApplicationInfoHard
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{
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public:
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static UStruct* GetStruct()
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{
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static auto GameplayEffectApplicationInfoHardStruct = FindObject<UStruct>("/Script/FortniteGame.GameplayEffectApplicationInfoHard");
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return GameplayEffectApplicationInfoHardStruct;
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}
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static int GetStructSize()
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{
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return GetStruct()->GetPropertiesSize();
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}
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UClass* GameplayEffect; // 0x0(0x8)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float Level;
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};
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@@ -21,10 +32,25 @@ struct FGameplayEffectApplicationInfo
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class UFortAbilitySet : public UObject
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{
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public:
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void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
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TArray<UClass*>* GetGameplayAbilities()
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{
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static auto GameplayAbilitiesOffset = this->GetOffset("GameplayAbilities");
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auto GameplayAbilities = this->GetPtr<TArray<UClass*>>(GameplayAbilitiesOffset);
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return this->GetPtr<TArray<UClass*>>(GameplayAbilitiesOffset);
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}
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TArray<FGameplayEffectApplicationInfoHard>* GetGrantedGameplayEffects()
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{
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static auto GrantedGameplayEffectsOffset = this->GetOffset("GrantedGameplayEffects", false);
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if (GrantedGameplayEffectsOffset == -1)
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return nullptr;
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return this->GetPtr<TArray<FGameplayEffectApplicationInfoHard>>(GrantedGameplayEffectsOffset);
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}
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void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
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{
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auto GameplayAbilities = GetGameplayAbilities();
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for (int i = 0; i < GameplayAbilities->Num(); i++)
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{
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@@ -38,18 +64,14 @@ public:
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AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
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}
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static auto GameplayEffectApplicationInfoHardStruct = FindObject<UStruct>("/Script/FortniteGame.GameplayEffectApplicationInfoHard");
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if (!GameplayEffectApplicationInfoHardStruct)
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if (!FGameplayEffectApplicationInfoHard::GetStruct())
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return;
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static auto GameplayEffectApplicationInfoHardSize = GameplayEffectApplicationInfoHardStruct->GetPropertiesSize();
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static auto GrantedGameplayEffectsOffset = this->GetOffset("GrantedGameplayEffects");
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auto GrantedGameplayEffects = this->GetPtr<TArray<FGameplayEffectApplicationInfoHard>>(GrantedGameplayEffectsOffset);
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auto GrantedGameplayEffects = GetGrantedGameplayEffects();
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for (int i = 0; i < GrantedGameplayEffects->Num(); i++)
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{
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auto& EffectToGrant = GrantedGameplayEffects->at(i, GameplayEffectApplicationInfoHardSize);
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auto& EffectToGrant = GrantedGameplayEffects->at(i, FGameplayEffectApplicationInfoHard::GetStructSize());
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if (!EffectToGrant.GameplayEffect)
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{
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