mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
fix issue with teams, add loot, fix building bug, added something properly, fix issue with ai, add end event c2 but doesnt really work
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#pragma once
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#include "BuildingSMActor.h"
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#include "FortPawn.h"
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class ABuildingContainer : public ABuildingSMActor
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{
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public:
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bool ShouldDestroyOnSearch()
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{
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static auto bDestroyContainerOnSearchOffset = GetOffset("bDestroyContainerOnSearch");
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static auto bDestroyContainerOnSearchFieldMask = GetFieldMask(GetProperty("bDestroyContainerOnSearch"));
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return this->ReadBitfieldValue(bDestroyContainerOnSearchOffset, bDestroyContainerOnSearchFieldMask);
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}
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bool IsAlreadySearched()
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{
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static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
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static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
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return this->ReadBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask);
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}
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void SetAlreadySearched(bool bNewValue, bool bOnRep = true)
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{
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static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
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static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
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this->SetBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask, bNewValue);
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if (bOnRep)
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{
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static auto OnRep_bAlreadySearchedFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingContainer.OnRep_bAlreadySearched");
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this->ProcessEvent(OnRep_bAlreadySearchedFn);
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}
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}
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FVector& GetLootSpawnLocation()
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{
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static auto LootSpawnLocationOffset = GetOffset("LootSpawnLocation");
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return Get<FVector>(LootSpawnLocationOffset);
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}
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float& GetLootNoiseRange()
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{
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static auto LootNoiseRangeOffset = GetOffset("LootNoiseRange");
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return Get<float>(LootNoiseRangeOffset);
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}
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bool SpawnLoot(AFortPawn* Pawn);
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>("/Script/FortniteGame.BuildingContainer");
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return Class;
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}
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}; |