<feat: New project structure>

<feat: New release>
This commit is contained in:
Alessandro Autiero
2023-09-02 15:34:15 +02:00
parent 64b33102f4
commit b41e22adeb
953 changed files with 1373072 additions and 0 deletions

View File

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#pragma once
#include "BuildingGameplayActor.h"
#include "OnlineReplStructs.h"
#include "WeakObjectPtr.h"
class ABuildingGameplayActorSpawnMachine : public ABuildingGameplayActor
{
public:
TArray<FUniqueNetIdRepl>& GetPlayerIdsForResurrection()
{
static auto PlayerIdsForResurrectionOffset = GetOffset("PlayerIdsForResurrection");
return Get<TArray<FUniqueNetIdRepl>>(PlayerIdsForResurrectionOffset);
}
AActor*& GetResurrectLocation() // actually AFortPlayerStart
{
static auto ResurrectLocationOffset = GetOffset("ResurrectLocation");
return Get<AActor*>(ResurrectLocationOffset);
}
uint8& GetActiveTeam()
{
static auto ActiveTeamOffset = GetOffset("ActiveTeam");
return Get<uint8>(ActiveTeamOffset);
}
uint8& GetSquadId()
{
static auto SquadIdOffset = GetOffset("SquadId");
return Get<uint8>(SquadIdOffset);
}
TWeakObjectPtr<class AFortPlayerControllerAthena> GetInstigatorPC()
{
static auto InstigatorPCOffset = GetOffset("InstigatorPC");
return Get<TWeakObjectPtr<class AFortPlayerControllerAthena>>(InstigatorPCOffset);
}
void FinishResurrection(int SquadId);
static void RebootingDelegateHook(ABuildingGameplayActorSpawnMachine* SpawnMachine);
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/FortniteGame.BuildingGameplayActorSpawnMachine");
return Class;
}
};