change how abilities work ("more" proper), readded vehicle spawning to s8-s12, fixed respawning on >s4, added a count check to looting so it can't drop 0 count, added zipline jumping, guarantee pawn spawn, clear inventory on aircraft
This commit is contained in:
Milxnor
2023-03-31 18:06:36 -04:00
parent 4d8b3a7ad1
commit d53626a850
22 changed files with 269 additions and 117 deletions

View File

@@ -2,6 +2,7 @@
#include "reboot.h"
#include "FortPlayerStateAthena.h"
#include "FortGameModeAthena.h"
/* void AFortGameStateAthena::AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState)
{
@@ -54,10 +55,61 @@ int AFortGameStateAthena::GetAircraftIndex(AFortPlayerState* PlayerState)
bool AFortGameStateAthena::IsRespawningAllowed(AFortPlayerState* PlayerState) // actually in zone
{
auto GameModeAthena = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
static auto IsRespawningAllowedFn = FindObject<UFunction>("/Script/FortniteGame.FortGameStateZone.IsRespawningAllowed");
LOG_INFO(LogDev, "IsRespawningAllowedFn: {}", __int64(IsRespawningAllowedFn));
if (!IsRespawningAllowedFn)
{
auto CurrentPlaylist = GetCurrentPlaylist();
if (!CurrentPlaylist)
return false;
static auto RespawnTypeOffset = CurrentPlaylist->GetOffset("RespawnType");
if (RespawnTypeOffset == -1)
return false;
auto& RespawnType = CurrentPlaylist->Get<uint8_t>(RespawnTypeOffset);
LOG_INFO(LogDev, "RespawnType: {}", (int)RespawnType);
if (RespawnType == 1)
return true;
if (RespawnType == 2) // InfiniteRespawnExceptStorm
{
static auto SafeZoneIndicatorOffset = GameModeAthena->GetOffset("SafeZoneIndicator");
auto SafeZoneIndicator = GameModeAthena->Get<AActor*>(SafeZoneIndicatorOffset);
if (!SafeZoneIndicator)
return true;
/*
10.40
bool __fastcall sub_7FF68F5A83A0(__int64 SafeZoneIndicator, float *a2)
{
__m128 v2; // xmm1
float v3; // xmm2_4
v2 = *(*(SafeZoneIndicator + 928) + 464i64);
v3 = _mm_shuffle_ps(v2, v2, 85).m128_f32[0];
return (*(SafeZoneIndicator + 924) * *(SafeZoneIndicator + 924)) >= (((v3 - a2[1]) * (v3 - a2[1]))
+ ((v2.m128_f32[0] - *a2) * (v2.m128_f32[0] - *a2)));
}
If this returns true, then return true
*/
return true; // Do this until we implement ^^
}
return false;
}
struct { AFortPlayerState* PlayerState; bool ReturnValue; } AFortGameStateZone_IsRespawningAllowed_Params{PlayerState};
this->ProcessEvent(IsRespawningAllowedFn, &AFortGameStateZone_IsRespawningAllowed_Params);