mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +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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@@ -128,11 +128,12 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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SpawnTransform.Scale3D = { 1, 1, 1 };
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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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if (VehicleClassOffset != -1) // 10.40 and below?
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{
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auto& SoftVehicleClass = VehicleSpawner->Get<TSoftObjectPtr<UClass>>(VehicleClassOffset);
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auto StrongVehicleClass = SoftVehicleClass.Get();
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auto StrongVehicleClass = SoftVehicleClass.Get(BGAClass, true);
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if (!StrongVehicleClass)
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{
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@@ -150,7 +151,7 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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return nullptr;
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auto& SoftFortVehicleItemDef = VehicleSpawner->Get<TSoftObjectPtr<UFortItemDefinition>>(FortVehicleItemDefOffset);
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auto StrongFortVehicleItemDef = SoftFortVehicleItemDef.Get();
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auto StrongFortVehicleItemDef = SoftFortVehicleItemDef.Get(nullptr, true);
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if (!StrongFortVehicleItemDef)
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{
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@@ -161,7 +162,7 @@ static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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static auto VehicleActorClassOffset = StrongFortVehicleItemDef->GetOffset("VehicleActorClass");
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auto& SoftVehicleActorClass = StrongFortVehicleItemDef->Get<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
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auto StrongVehicleActorClass = SoftVehicleActorClass.Get();
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auto StrongVehicleActorClass = SoftVehicleActorClass.Get(BGAClass, true);
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if (!StrongVehicleActorClass)
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{
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