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https://github.com/Milxnor/Project-Reboot-3.0.git
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45 lines
1.8 KiB
C++
45 lines
1.8 KiB
C++
#pragma once
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#include "reboot.h"
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#include "FortAthenaAIBotCharacterCustomization.h"
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class UFortAthenaAIBotCustomizationData : public UObject // UPrimaryDataAsset
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{
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public:
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UFortAthenaAIBotCharacterCustomization*& GetCharacterCustomization()
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{
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static auto CharacterCustomizationOffset = GetOffset("CharacterCustomization");
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return Get<UFortAthenaAIBotCharacterCustomization*>(CharacterCustomizationOffset);
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}
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static void ApplyOverrideCharacterCustomizationHook(UFortAthenaAIBotCustomizationData* InBotData, AFortPlayerPawn* NewBot, __int64 idk)
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{
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LOG_INFO(LogDev, "ApplyOverrideCharacterCustomizationHook!");
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auto CharacterCustomization = InBotData->GetCharacterCustomization();
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auto Controller = NewBot->GetController();
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LOG_INFO(LogDev, "Controller: {}", Controller->IsValidLowLevel() ? Controller->GetPathName() : "BadRead");
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static auto CosmeticLoadoutBCOffset = Controller->GetOffset("CosmeticLoadoutBC");
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Controller->GetPtr<FFortAthenaLoadout>(CosmeticLoadoutBCOffset)->GetCharacter() = CharacterCustomization->GetCustomizationLoadout()->GetCharacter();
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auto PlayerStateAsFort = Cast<AFortPlayerState>(Controller->GetPlayerState());
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static auto UpdatePlayerCustomCharacterPartsVisualizationFn = FindObject<UFunction>(L"/Script/FortniteGame.FortKismetLibrary.UpdatePlayerCustomCharacterPartsVisualization");
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PlayerStateAsFort->ProcessEvent(UpdatePlayerCustomCharacterPartsVisualizationFn, &PlayerStateAsFort);
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PlayerStateAsFort->ForceNetUpdate();
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NewBot->ForceNetUpdate();
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Controller->ForceNetUpdate();
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// NewBot->GetCosmeticLoadout()->GetCharacter() = CharacterCustomization->GetCustomizationLoadout()->GetCharacter();
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}
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortAthenaAIBotCustomizationData");
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return Class;
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}
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}; |