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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
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49
dependencies/reboot/Project Reboot 3.0/BuildingGameplayActorSpawnMachine.h
vendored
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49
dependencies/reboot/Project Reboot 3.0/BuildingGameplayActorSpawnMachine.h
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#pragma once
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#include "BuildingGameplayActor.h"
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#include "OnlineReplStructs.h"
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#include "WeakObjectPtr.h"
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class ABuildingGameplayActorSpawnMachine : public ABuildingGameplayActor
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{
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public:
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TArray<FUniqueNetIdRepl>& GetPlayerIdsForResurrection()
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{
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static auto PlayerIdsForResurrectionOffset = GetOffset("PlayerIdsForResurrection");
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return Get<TArray<FUniqueNetIdRepl>>(PlayerIdsForResurrectionOffset);
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}
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AActor*& GetResurrectLocation() // actually AFortPlayerStart
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{
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static auto ResurrectLocationOffset = GetOffset("ResurrectLocation");
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return Get<AActor*>(ResurrectLocationOffset);
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}
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uint8& GetActiveTeam()
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{
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static auto ActiveTeamOffset = GetOffset("ActiveTeam");
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return Get<uint8>(ActiveTeamOffset);
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}
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uint8& GetSquadId()
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{
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static auto SquadIdOffset = GetOffset("SquadId");
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return Get<uint8>(SquadIdOffset);
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}
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TWeakObjectPtr<class AFortPlayerControllerAthena> GetInstigatorPC()
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{
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static auto InstigatorPCOffset = GetOffset("InstigatorPC");
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return Get<TWeakObjectPtr<class AFortPlayerControllerAthena>>(InstigatorPCOffset);
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}
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void FinishResurrection(int SquadId);
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static void RebootingDelegateHook(ABuildingGameplayActorSpawnMachine* SpawnMachine);
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/FortniteGame.BuildingGameplayActorSpawnMachine");
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return Class;
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}
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};
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