mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
complete looting rewrite, improve combining pickups, add debug printing logs, fix some agids, fix cheat summon, fix issue with vehicle spawning.
79 lines
2.7 KiB
C
79 lines
2.7 KiB
C
#pragma once
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#include "reboot.h"
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#include "GameplayStatics.h"
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#include "FortLootPackage.h"
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#include "FortPickup.h"
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#include "BuildingGameplayActor.h"
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void SpawnBGAs() // hahah not "proper", there's a function that we can hook and it gets called on each spawner whenever playlist gets set, but it's fine.
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{
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static auto BGAConsumableSpawnerClass = FindObject<UClass>("/Script/FortniteGame.BGAConsumableSpawner");
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if (!BGAConsumableSpawnerClass)
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return;
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto AllBGAConsumableSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BGAConsumableSpawnerClass);
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LOG_INFO(LogDev, "AllBGAConsumableSpawners.Num(): {}", (int)AllBGAConsumableSpawners.Num());
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for (int i = 0; i < AllBGAConsumableSpawners.Num(); i++)
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{
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auto BGAConsumableSpawner = AllBGAConsumableSpawners.at(i);
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auto SpawnLocation = BGAConsumableSpawner->GetActorLocation();
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FTransform SpawnTransform{};
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SpawnTransform.Translation = SpawnLocation;
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SpawnTransform.Scale3D = FVector{ 1, 1, 1 };
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SpawnTransform.Rotation = FQuat();
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if (FBuildingGameplayActorSpawnDetails::GetStruct())
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{
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// todo handle?
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auto MapInfo = GameState->GetMapInfo();
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}
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static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
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auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
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auto LootDrops = PickLootDrops(SpawnLootTierGroup, false);
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for (auto& LootDrop : LootDrops)
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{
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static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
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auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
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auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
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if (!StrongConsumableClass)
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{
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LOG_INFO(LogDev, "Invalid consumable class!");
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continue;
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}
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bool bDeferConstruction = false; // hm?
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FActorSpawnParameters SpawnParameters{};
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// SpawnParameters.ObjectFlags = RF_Transactional; // idk fortnite does this i think
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SpawnParameters.bDeferConstruction = bDeferConstruction;
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auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, SpawnParameters);
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if (ConsumableActor)
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{
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if (bDeferConstruction)
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UGameplayStatics::FinishSpawningActor(ConsumableActor, SpawnTransform); // what
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ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
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}
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}
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}
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AllBGAConsumableSpawners.Free();
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LOG_INFO(LogDev, "Spawned BGAS!");
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} |