<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

@@ -0,0 +1,37 @@
#include "FortAthenaMutator_Barrier.h"
void AFortAthenaMutator_Barrier::OnGamePhaseStepChangedHook(UObject* Context, FFrame& Stack, void* Ret)
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
if (!GameState)
return OnGamePhaseStepChangedOriginal(Context, Stack, Ret);
LOG_INFO(LogDev, "OnGamePhaseStepChangedHook gamepadsl gwrigjsafjob fs: {}", (int)GameState->GetGamePhaseStep());
/*
TScriptInterface<UObject> SafeZoneInterface;
EAthenaGamePhaseStep GamePhaseStep;
static auto SafeZoneInterfaceOffset = FindOffsetStruct("/Script/FortniteGame.FortAthenaMutator_Barrier.OnGamePhaseStepChanged", "SafeZoneInterface", false);
if (SafeZoneInterfaceOffset != -1)
Stack.StepCompiledIn(&SafeZoneInterface);
Stack.StepCompiledIn(&GamePhaseStep);
LOG_INFO(LogDev, "{} GamePhaseStep: {}", __FUNCTION__, (int)GamePhaseStep);
if (GamePhaseStep == EAthenaGamePhaseStep::Warmup)
{
// idk when they spawn the barrier could also be warmup or something
}
else if (GamePhaseStep == EAthenaGamePhaseStep::BusLocked)
{
// idk if they spawn the heads on flying or locked
}
*/
return OnGamePhaseStepChangedOriginal(Context, Stack, Ret);
}