mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
a lot
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
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@@ -29,10 +29,20 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform");
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struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
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AGameModeBase_SpawnDefaultPawnAtTransform_Params{NewPlayer, StartSpot->GetTransform()};
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FTransform SpawnTransform = StartSpot->GetTransform();
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GameMode->ProcessEvent(fn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
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struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
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AGameModeBase_SpawnDefaultPawnAtTransform_Params{NewPlayer, SpawnTransform };
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// GameMode->ProcessEvent(fn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
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FActorSpawnParameters SpawnParameters{};
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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auto NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnParameters); // AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
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if (!NewPawn)
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return nullptr;
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bool bIsRespawning = false;
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@@ -68,8 +78,8 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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WorldInventory->AddItem(BuildingItemData_Stair_W, nullptr);
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WorldInventory->AddItem(BuildingItemData_RoofS, nullptr);
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WorldInventory->AddItem(PickaxeDefinition, nullptr);
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WorldInventory->AddItem(WoodItemData, nullptr, 100);
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WorldInventory->AddItem(DamageTrap, nullptr);
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// WorldInventory->AddItem(WoodItemData, nullptr, 100);
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// WorldInventory->AddItem(DamageTrap, nullptr);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/ParallelGameplay/Items/WestSausage/WID_WestSausage_Parallel.WID_WestSausage_Parallel"), nullptr, 1, 1000);
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// WorldInventory->AddItem(FindObject<UFortItemDefinition>(L"/Game/Athena/Items/Consumables/HappyGhost/WID_Athena_HappyGhost.WID_Athena_HappyGhost"), nullptr);
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@@ -78,5 +88,5 @@ APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AControll
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}
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}
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return AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
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return NewPawn;
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}
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