Files
Reboot-Launcher/dependencies/reboot/Project Reboot 3.0/FortPlaysetItemDefinition.cpp
Alessandro Autiero b41e22adeb <feat: New project structure>
<feat: New release>
2023-09-02 15:34:15 +02:00

39 lines
2.0 KiB
C++

#include "FortPlaysetItemDefinition.h"
#include "PlaysetLevelStreamComponent.h"
void UFortPlaysetItemDefinition::ShowPlayset(UFortPlaysetItemDefinition* PlaysetItemDef, AFortVolume* Volume)
{
/* This doesn't stream it to the client.
static auto SpawnPlaysetFn = FindObject<UFunction>("/Script/FortniteGame.FortPlaysetItemDefinition.SpawnPlayset");
struct
{
UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UFortPlaysetItemDefinition* Playset; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FVector Location; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FRotator Rotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
char pad[0x100]; // idk out param stuff
} UFortPlaysetItemDefinition_SpawnPlayset_Params{GetWorld(), PlaysetItemDef, Volume->GetActorLocation(), FRotator()};
static auto defaultObj = FindObject<UFortPlaysetItemDefinition>("/Script/FortniteGame.Default__FortPlaysetItemDefinition");
defaultObj->ProcessEvent(SpawnPlaysetFn, &UFortPlaysetItemDefinition_SpawnPlayset_Params);
return; */
auto VolumeToUse = Volume;
static auto PlaysetLevelStreamComponentClass = FindObject<UClass>("/Script/FortniteGame.PlaysetLevelStreamComponent");
auto LevelStreamComponent = (UPlaysetLevelStreamComponent*)VolumeToUse->GetComponentByClass(PlaysetLevelStreamComponentClass);
if (!LevelStreamComponent)
{
return;
}
static auto SetPlaysetFn = FindObject<UFunction>("/Script/FortniteGame.PlaysetLevelStreamComponent.SetPlayset");
LevelStreamComponent->ProcessEvent(SetPlaysetFn, &PlaysetItemDef);
LoadPlaysetOriginal(LevelStreamComponent);
}