Files
Project-Reboot-3.0/Project Reboot 3.0/FortPlayerStateAthena.h
Milxnor d53626a850 a lot
change how abilities work ("more" proper), readded vehicle spawning to s8-s12, fixed respawning on >s4, added a count check to looting so it can't drop 0 count, added zipline jumping, guarantee pawn spawn, clear inventory on aircraft
2023-03-31 18:06:36 -04:00

44 lines
1.1 KiB
C++

#pragma once
#include "FortPlayerState.h"
#include "Stack.h"
class AFortPlayerStateAthena : public AFortPlayerState
{
public:
static inline void (*ServerSetInAircraftOriginal)(UObject* Context, FFrame& Stack, void* Ret);
uint8& GetSquadId()
{
static auto SquadIdOffset = GetOffset("SquadId");
return Get<uint8>(SquadIdOffset);
}
uint8& GetTeamIndex()
{
static auto TeamIndexOffset = GetOffset("TeamIndex");
return Get<uint8>(TeamIndexOffset);
}
FString GetPlayerName()
{
static auto GetPlayerNameFn = FindObject<UFunction>("/Script/Engine.PlayerState.GetPlayerName");
FString PlayerName;
this->ProcessEvent(GetPlayerNameFn, &PlayerName);
return PlayerName;
}
void ClientReportKill(AFortPlayerStateAthena* Player)
{
static auto ClientReportKillFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerStateAthena.ClientReportKill");
this->ProcessEvent(ClientReportKillFn, &Player);
}
static void ServerSetInAircraftHook(UObject* Context, FFrame& Stack, void* Ret);
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortPlayerStateAthena");
return Class;
}
};