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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 19:02:21 +01:00
124 files changed.
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@@ -18,7 +18,7 @@ static inline void ServerVehicleUpdate(UObject* Context, FFrame& Stack, void* Re
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FTransform Transform{};
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static std::string StateStructName = FindObject("/Script/FortniteGame.ReplicatedPhysicsPawnState") ? "/Script/FortniteGame.ReplicatedPhysicsPawnState" : "Script/FortniteGame.ReplicatedAthenaVehiclePhysicsState";
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static std::string StateStructName = FindObject("/Script/FortniteGame.ReplicatedPhysicsPawnState") ? "/Script/FortniteGame.ReplicatedPhysicsPawnState" : "/Script/FortniteGame.ReplicatedAthenaVehiclePhysicsState";
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if (StateStructName.empty())
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return;
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@@ -33,7 +33,7 @@ static inline void ServerVehicleUpdate(UObject* Context, FFrame& Stack, void* Re
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static auto RotationOffset = FindOffsetStruct(StateStructName, "Rotation");
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static auto TranslationOffset = FindOffsetStruct(StateStructName, "Translation");
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if (std::floor(Engine_Version) >= 423)
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if (Engine_Version >= 420) // S4-S12
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{
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float v50 = -2.0;
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float v49 = 2.5;
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@@ -127,6 +127,9 @@ 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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@@ -142,7 +145,7 @@ 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);
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return GetWorld()->SpawnActor<AActor>(StrongVehicleClass, SpawnTransform, SpawnParameters);
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}
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static auto FortVehicleItemDefOffset = VehicleSpawner->GetOffset("FortVehicleItemDef");
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@@ -171,7 +174,7 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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return nullptr;
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}
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return GetWorld()->SpawnActor<AActor>(StrongVehicleActorClass, SpawnTransform);
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return GetWorld()->SpawnActor<AActor>(StrongVehicleActorClass, SpawnTransform, SpawnParameters);
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}
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static inline void SpawnVehicles2()
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