#include "FortGameStateAthena.h" #include "reboot.h" /* void AFortGameStateAthena::AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState) { } */ bool AFortGameStateAthena::IsRespawningAllowed(AFortPlayerState* PlayerState) // actually in zone { static auto IsRespawningAllowedFn = FindObject("/Script/FortniteGame.FortGameStateZone.IsRespawningAllowed"); struct { AFortPlayerState* PlayerState; bool ReturnValue; } AFortGameStateZone_IsRespawningAllowed_Params{PlayerState}; this->ProcessEvent(IsRespawningAllowedFn, &AFortGameStateZone_IsRespawningAllowed_Params); return AFortGameStateZone_IsRespawningAllowed_Params.ReturnValue; } void AFortGameStateAthena::OnRep_GamePhase() { EAthenaGamePhase OldGamePhase = GetGamePhase(); static auto OnRep_GamePhase = FindObject("/Script/FortniteGame.FortGameStateAthena.OnRep_GamePhase"); this->ProcessEvent(OnRep_GamePhase, &OldGamePhase); } void AFortGameStateAthena::OnRep_CurrentPlaylistInfo() { static auto OnRep_CurrentPlaylistData = FindObject("/Script/FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistData"); if (OnRep_CurrentPlaylistData) { this->ProcessEvent(OnRep_CurrentPlaylistData); } else { static auto OnRep_CurrentPlaylistInfo = FindObject("/Script/FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistInfo"); this->ProcessEvent(OnRep_CurrentPlaylistInfo); } }