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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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37
dependencies/reboot/Project Reboot 3.0/FortAthenaMutator_Barrier.cpp
vendored
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37
dependencies/reboot/Project Reboot 3.0/FortAthenaMutator_Barrier.cpp
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#include "FortAthenaMutator_Barrier.h"
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void AFortAthenaMutator_Barrier::OnGamePhaseStepChangedHook(UObject* Context, FFrame& Stack, void* Ret)
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{
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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if (!GameState)
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return OnGamePhaseStepChangedOriginal(Context, Stack, Ret);
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LOG_INFO(LogDev, "OnGamePhaseStepChangedHook gamepadsl gwrigjsafjob fs: {}", (int)GameState->GetGamePhaseStep());
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/*
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TScriptInterface<UObject> SafeZoneInterface;
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EAthenaGamePhaseStep GamePhaseStep;
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static auto SafeZoneInterfaceOffset = FindOffsetStruct("/Script/FortniteGame.FortAthenaMutator_Barrier.OnGamePhaseStepChanged", "SafeZoneInterface", false);
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if (SafeZoneInterfaceOffset != -1)
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Stack.StepCompiledIn(&SafeZoneInterface);
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Stack.StepCompiledIn(&GamePhaseStep);
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LOG_INFO(LogDev, "{} GamePhaseStep: {}", __FUNCTION__, (int)GamePhaseStep);
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if (GamePhaseStep == EAthenaGamePhaseStep::Warmup)
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{
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// idk when they spawn the barrier could also be warmup or something
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}
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else if (GamePhaseStep == EAthenaGamePhaseStep::BusLocked)
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{
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// idk if they spawn the heads on flying or locked
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}
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*/
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return OnGamePhaseStepChangedOriginal(Context, Stack, Ret);
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}
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