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

37 lines
1.2 KiB
C++

#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);
}