Files
Project-Reboot-3.0/Project Reboot 3.0/FortGadgetItemDefinition.cpp
Milxnor a94005805c glorious update
work on rift tour, fix some crash and some bugs, added destroying gadgets when no more uses
2023-05-14 09:11:55 -04:00

22 lines
1004 B
C++

#include "FortGadgetItemDefinition.h"
#include "FortAbilitySet.h"
#include "SoftObjectPath.h"
#include "FortPlayerStateAthena.h"
#include "addresses.h"
#include "FortPlayerPawnAthena.h"
#include "FortPlayerControllerAthena.h"
void UFortGadgetItemDefinition::UnequipGadgetData(AFortPlayerController* PlayerController, UFortItem* Item)
{
static auto FortInventoryOwnerInterfaceClass = FindObject<UClass>("/Script/FortniteGame.FortInventoryOwnerInterface");
__int64 (*RemoveGadgetDataOriginal)(UFortGadgetItemDefinition* a1, __int64 a2, UFortItem* a3) = decltype(RemoveGadgetDataOriginal)(Addresses::RemoveGadgetData);
RemoveGadgetDataOriginal(this, __int64(PlayerController->GetInterfaceAddress(FortInventoryOwnerInterfaceClass)), Item);
if (auto CosmeticLoadoutPC = PlayerController->GetCosmeticLoadout())
{
if (auto CharacterToApply = CosmeticLoadoutPC->GetCharacter())
{
ApplyCID(Cast<AFortPlayerPawn>(PlayerController->GetMyFortPawn()), CharacterToApply); // idk why no automatic
}
}
}