fix some bug with remvoing items, add experimental stat saving for gadgets, fix shadow stones scuffy
This commit is contained in:
Milxnor
2023-05-07 22:30:56 -04:00
parent 3405177d20
commit bfe2610a11
18 changed files with 281 additions and 104 deletions

View File

@@ -45,8 +45,10 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
auto LootDrops = PickLootDrops(SpawnLootTierGroup, false);
for (auto& LootDrop : LootDrops)
for (int z = 0; z < LootDrops.size(); z++)
{
auto& LootDrop = LootDrops.at(z);
static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
@@ -115,7 +117,8 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
LOG_INFO(LogDev, "Spawned BGA {} at {} {} {}", ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
LOG_INFO(LogDev, "[{}/{}] Spawned BGA {} at {} {} {}", z, LootDrops.size(), ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
break; // ?
}
}
}