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https://github.com/Auties00/Reboot-Launcher.git
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39 lines
2.0 KiB
C++
39 lines
2.0 KiB
C++
#include "FortPlaysetItemDefinition.h"
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#include "PlaysetLevelStreamComponent.h"
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void UFortPlaysetItemDefinition::ShowPlayset(UFortPlaysetItemDefinition* PlaysetItemDef, AFortVolume* Volume)
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{
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/* This doesn't stream it to the client.
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static auto SpawnPlaysetFn = FindObject<UFunction>("/Script/FortniteGame.FortPlaysetItemDefinition.SpawnPlayset");
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struct
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{
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UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UFortPlaysetItemDefinition* Playset; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FVector Location; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FRotator Rotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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char pad[0x100]; // idk out param stuff
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} UFortPlaysetItemDefinition_SpawnPlayset_Params{GetWorld(), PlaysetItemDef, Volume->GetActorLocation(), FRotator()};
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static auto defaultObj = FindObject<UFortPlaysetItemDefinition>("/Script/FortniteGame.Default__FortPlaysetItemDefinition");
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defaultObj->ProcessEvent(SpawnPlaysetFn, &UFortPlaysetItemDefinition_SpawnPlayset_Params);
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return; */
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auto VolumeToUse = Volume;
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static auto PlaysetLevelStreamComponentClass = FindObject<UClass>("/Script/FortniteGame.PlaysetLevelStreamComponent");
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auto LevelStreamComponent = (UPlaysetLevelStreamComponent*)VolumeToUse->GetComponentByClass(PlaysetLevelStreamComponentClass);
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if (!LevelStreamComponent)
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{
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return;
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}
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static auto SetPlaysetFn = FindObject<UFunction>("/Script/FortniteGame.PlaysetLevelStreamComponent.SetPlayset");
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LevelStreamComponent->ProcessEvent(SetPlaysetFn, &PlaysetItemDef);
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LoadPlaysetOriginal(LevelStreamComponent);
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} |