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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a bit
fix some bug with remvoing items, add experimental stat saving for gadgets, fix shadow stones scuffy
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@@ -45,8 +45,10 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
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auto LootDrops = PickLootDrops(SpawnLootTierGroup, false);
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for (auto& LootDrop : LootDrops)
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for (int z = 0; z < LootDrops.size(); z++)
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{
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auto& LootDrop = LootDrops.at(z);
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static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
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auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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@@ -115,7 +117,8 @@ static inline void SpawnBGAs() // hahah not "proper", there's a function that we
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// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
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LOG_INFO(LogDev, "Spawned BGA {} at {} {} {}", ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
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LOG_INFO(LogDev, "[{}/{}] Spawned BGA {} at {} {} {}", z, LootDrops.size(), ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
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break; // ?
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}
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}
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}
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