mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
great
pickup combining, almost finish shadow stones, fix some bugs with gadgets, clean up some code.
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@@ -35,6 +35,22 @@ void AFortPlayerController::ClientReportDamagedResourceBuilding(ABuildingSMActor
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this->ProcessEvent(fn, &AFortPlayerController_ClientReportDamagedResourceBuilding_Params);
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}
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void AFortPlayerController::ClientEquipItem(const FGuid& ItemGuid, bool bForceExecution)
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{
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static auto ClientEquipItemFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerControllerAthena.ClientEquipItem") ? FindObject<UFunction>("/Script/FortniteGame.FortPlayerControllerAthena.ClientEquipItem") : FindObject<UFunction>("/Script/FortniteGame.FortPlayerController.ClientEquipItem");
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if (ClientEquipItemFn)
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{
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struct
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{
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FGuid ItemGuid; // (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bForceExecution; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AFortPlayerController_ClientEquipItem_Params{ ItemGuid, bForceExecution };
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this->ProcessEvent(ClientEquipItemFn, &AFortPlayerController_ClientEquipItem_Params);
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}
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}
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bool AFortPlayerController::DoesBuildFree()
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{
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if (Globals::bInfiniteMaterials)
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@@ -185,6 +201,10 @@ void AFortPlayerController::ApplyCosmeticLoadout()
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}
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UFortKismetLibrary::StaticClass()->ProcessEvent(UpdatePlayerCustomCharacterPartsVisualizationFn, &PlayerStateAsFort);
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PlayerStateAsFort->ForceNetUpdate();
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PawnAsFort->ForceNetUpdate();
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this->ForceNetUpdate();
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}
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void AFortPlayerController::ServerLoadingScreenDroppedHook(UObject* Context, FFrame* Stack, void* Ret)
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@@ -879,6 +899,13 @@ void AFortPlayerController::ServerAttemptInventoryDropHook(AFortPlayerController
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if (Count < 0 || !Pawn)
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return;
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if (auto PlayerControllerAthena = Cast<AFortPlayerControllerAthena>(PlayerController))
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{
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if (PlayerControllerAthena->IsInGhostMode())
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return;
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}
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auto WorldInventory = PlayerController->GetWorldInventory();
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auto ReplicatedEntry = WorldInventory->FindReplicatedEntry(ItemGuid);
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