<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

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#include "FortGadgetItemDefinition.h"
#include "FortAbilitySet.h"
#include "SoftObjectPath.h"
#include "FortPlayerStateAthena.h"
#include "addresses.h"
#include "FortPlayerPawnAthena.h"
#include "FortPlayerControllerAthena.h"
void UFortGadgetItemDefinition::UnequipGadgetData(AFortPlayerController* PlayerController, UFortItem* Item)
{
static auto FortInventoryOwnerInterfaceClass = FindObject<UClass>("/Script/FortniteGame.FortInventoryOwnerInterface");
__int64 (*RemoveGadgetDataOriginal)(UFortGadgetItemDefinition* a1, __int64 a2, UFortItem* a3) = decltype(RemoveGadgetDataOriginal)(Addresses::RemoveGadgetData);
RemoveGadgetDataOriginal(this, __int64(PlayerController->GetInterfaceAddress(FortInventoryOwnerInterfaceClass)), Item);
if (auto CosmeticLoadoutPC = PlayerController->GetCosmeticLoadout())
{
if (auto CharacterToApply = CosmeticLoadoutPC->GetCharacter())
{
ApplyCID(Cast<AFortPlayerPawn>(PlayerController->GetMyFortPawn()), CharacterToApply); // idk why no automatic
}
}
}