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https://github.com/Auties00/Reboot-Launcher.git
synced 2026-01-13 11:12:23 +01:00
<feat: New project structure>
<feat: New release>
This commit is contained in:
266
dependencies/reboot/Project Reboot 3.0/GameModeBase.cpp
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266
dependencies/reboot/Project Reboot 3.0/GameModeBase.cpp
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#include "GameModeBase.h"
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#include "reboot.h"
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#include "FortPlayerControllerAthena.h"
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#include "FortGameModeAthena.h"
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#include "FortLootPackage.h"
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#include "FortAthenaMutator_GiveItemsAtGamePhaseStep.h"
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#include "DataTableFunctionLibrary.h"
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#include "FortAthenaMutator_GG.h"
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#include "FortAthenaMutator_InventoryOverride.h"
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void AGameModeBase::RestartPlayerAtTransform(AController* NewPlayer, FTransform SpawnTransform)
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{
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static auto RestartPlayerAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayerAtTransform");
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struct
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{
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AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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} AGameModeBase_RestartPlayerAtTransform_Params{ NewPlayer, SpawnTransform };
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this->ProcessEvent(RestartPlayerAtTransformFn, &AGameModeBase_RestartPlayerAtTransform_Params);
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}
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void AGameModeBase::RestartPlayerAtPlayerStart(AController* NewPlayer, AActor* StartSpot)
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{
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static auto RestartPlayerAtPlayerStartFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayerAtPlayerStart");
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struct
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{
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AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* StartSpot; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_RestartPlayerAtPlayerStart_Params{ NewPlayer, StartSpot };
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this->ProcessEvent(RestartPlayerAtPlayerStartFn, &AGameModeBase_RestartPlayerAtPlayerStart_Params);
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}
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void AGameModeBase::RestartPlayer(AController* NewPlayer)
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{
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static auto RestartPlayerFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayer");
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this->ProcessEvent(RestartPlayerFn, &NewPlayer);
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}
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UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InController)
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{
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static auto GetDefaultPawnClassForControllerFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.GetDefaultPawnClassForController");
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struct
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{
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AController* InController; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_GetDefaultPawnClassForController_Params{InController};
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this->ProcessEvent(GetDefaultPawnClassForControllerFn, &AGameModeBase_GetDefaultPawnClassForController_Params);
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return AGameModeBase_GetDefaultPawnClassForController_Params.ReturnValue;
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}
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void AGameModeBase::ChangeName(AController* Controller, const FString& NewName, bool bNameChange)
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{
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static auto ChangeNameFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.ChangeName");
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struct
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{
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AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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struct FString NewName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_ChangeName_Params{ Controller, NewName, bNameChange };
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this->ProcessEvent(ChangeNameFn, &AGameModeBase_ChangeName_Params);
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}
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AActor* AGameModeBase::K2_FindPlayerStart(AController* Player, FString IncomingName)
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{
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static auto K2_FindPlayerStartFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.K2_FindPlayerStart");
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struct
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{
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AController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FString IncomingName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} AGameModeBase_K2_FindPlayerStart_Params{ Player, IncomingName };
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this->ProcessEvent(K2_FindPlayerStartFn, &AGameModeBase_K2_FindPlayerStart_Params);
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return AGameModeBase_K2_FindPlayerStart_Params.ReturnValue;
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}
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APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AController* NewPlayer, AActor* StartSpot)
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{
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LOG_INFO(LogDev, "SpawnDefaultPawnForHook!");
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auto NewPlayerAsAthena = Cast<AFortPlayerControllerAthena>(NewPlayer);
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if (!NewPlayerAsAthena)
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return nullptr; // return original?
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auto PlayerStateAthena = NewPlayerAsAthena->GetPlayerStateAthena();
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if (!PlayerStateAthena)
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return nullptr; // return original?
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static auto PawnClass = FindObject<UClass>(L"/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
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static auto DefaultPawnClassOffset = GameMode->GetOffset("DefaultPawnClass");
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GameMode->Get<UClass*>(DefaultPawnClassOffset) = PawnClass;
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bool bUseSpawnActor = Fortnite_Version >= 20;
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static auto SpawnDefaultPawnAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform");
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FTransform SpawnTransform = StartSpot->GetTransform();
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APawn* NewPawn = nullptr;
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if (bUseSpawnActor)
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{
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NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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}
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else
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{
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struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
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AGameModeBase_SpawnDefaultPawnAtTransform_Params{ NewPlayer, SpawnTransform };
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GameMode->ProcessEvent(SpawnDefaultPawnAtTransformFn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
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NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
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}
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if (!NewPawn)
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return nullptr;
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bool bIsRespawning = false; // reel
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auto ASC = PlayerStateAthena->GetAbilitySystemComponent();
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auto GameState = ((AFortGameModeAthena*)GameMode)->GetGameStateAthena();
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GET_PLAYLIST(GameState);
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if (CurrentPlaylist) // Apply gameplay effects from playlist // We need to move this maybe?
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{
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CurrentPlaylist->ApplyModifiersToActor(PlayerStateAthena);
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}
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auto PlayerAbilitySet = GetPlayerAbilitySet(); // Apply default gameplay effects // We need to move maybe?
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if (PlayerAbilitySet && ASC)
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{
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PlayerAbilitySet->ApplyGrantedGameplayAffectsToAbilitySystem(ASC);
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}
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if (!bIsRespawning)
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{
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auto WorldInventory = NewPlayerAsAthena->GetWorldInventory();
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if (WorldInventory->IsValidLowLevel())
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{
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if (!WorldInventory->GetPickaxeInstance())
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{
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// TODO Check Playlist->bRequirePickaxeInStartingInventory
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auto& StartingItems = ((AFortGameModeAthena*)GameMode)->GetStartingItems();
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NewPlayerAsAthena->AddPickaxeToInventory();
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for (int i = 0; i < StartingItems.Num(); ++i)
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{
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auto& StartingItem = StartingItems.at(i);
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WorldInventory->AddItem(StartingItem.GetItem(), nullptr, StartingItem.GetCount());
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}
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/* if (Globals::bLateGame)
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{
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auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
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for (int i = 0; i < 5; ++i)
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{
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auto LootDrops = PickLootDrops(SpawnIslandTierGroup);
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for (auto& LootDrop : LootDrops)
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{
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WorldInventory->AddItem(LootDrop.ItemDefinition, nullptr, LootDrop.Count, LootDrop.LoadedAmmo);
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}
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}
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} */
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auto AddInventoryOverrideTeamLoadouts = [&](AFortAthenaMutator* Mutator)
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{
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if (auto InventoryOverride = Cast<AFortAthenaMutator_InventoryOverride>(Mutator))
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{
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auto TeamIndex = PlayerStateAthena->GetTeamIndex();
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auto LoadoutTeam = InventoryOverride->GetLoadoutTeamForTeamIndex(TeamIndex);
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if (LoadoutTeam.UpdateOverrideType == EAthenaInventorySpawnOverride::Always)
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{
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auto LoadoutContainer = InventoryOverride->GetLoadoutContainerForTeamIndex(TeamIndex);
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for (int i = 0; i < LoadoutContainer.Loadout.Num(); ++i)
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{
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auto& ItemAndCount = LoadoutContainer.Loadout.at(i);
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WorldInventory->AddItem(ItemAndCount.GetItem(), nullptr, ItemAndCount.GetCount());
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}
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}
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}
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};
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LoopMutators(AddInventoryOverrideTeamLoadouts);
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}
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const auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances();
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const auto& ReplicatedEntries = WorldInventory->GetItemList().GetReplicatedEntries();
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for (int i = 0; i < ItemInstances.Num(); ++i)
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{
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auto ItemInstance = ItemInstances.at(i);
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if (!ItemInstance) continue;
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auto WeaponItemDefinition = Cast<UFortWeaponItemDefinition>(ItemInstance->GetItemEntry()->GetItemDefinition());
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if (!WeaponItemDefinition) continue;
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ItemInstance->GetItemEntry()->GetLoadedAmmo() = WeaponItemDefinition->GetClipSize();
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WorldInventory->GetItemList().MarkItemDirty(ItemInstance->GetItemEntry());
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}
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for (int i = 0; i < ReplicatedEntries.Num(); ++i)
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{
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auto ReplicatedEntry = ReplicatedEntries.AtPtr(i, FFortItemEntry::GetStructSize());
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auto WeaponItemDefinition = Cast<UFortWeaponItemDefinition>(ReplicatedEntry->GetItemDefinition());
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if (!WeaponItemDefinition) continue;
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ReplicatedEntry->GetLoadedAmmo() = WeaponItemDefinition->GetClipSize();
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WorldInventory->GetItemList().MarkItemDirty(ReplicatedEntry);
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}
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WorldInventory->Update();
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}
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}
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else
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{
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// TODO I DONT KNOW WHEN TO DO THIS
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/*
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static auto DeathInfoStruct = FindObject<UStruct>(L"/Script/FortniteGame.DeathInfo");
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static auto DeathInfoStructSize = DeathInfoStruct->GetPropertiesSize();
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RtlSecureZeroMemory(DeathInfo, DeathInfoStructSize); // TODO FREE THE DEATHTAGS
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static auto OnRep_DeathInfoFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerStateAthena.OnRep_DeathInfo");
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if (OnRep_DeathInfoFn)
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{
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PlayerStateAthena->ProcessEvent(OnRep_DeathInfoFn);
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}
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*/
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// NewPlayerAsAthena->ClientClearDeathNotification();
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// NewPlayerAsAthena->RespawnPlayerAfterDeath(true);
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}
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// LOG_INFO(LogDev, "Finish SpawnDefaultPawnFor!");
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return NewPawn;
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}
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