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if (ByHAXBEYPublicTeleport) {
FVector targetLoc = nearestEnemy->K2_GetActorLocation();
FVector teleportLoc = targetLoc - nearestEnemy->GetActorForwardVector() * 150.0f;
SDK::ETeleportPawnType tpType = SDK::ETeleportPawnType::ETeleportPawnType__NormalTeleport;
if (teleportType == 1)
tpType = SDK::ETeleportPawnType::ETeleportPawnType__ParachuteTeleport;
else if (teleportType == 2)
tpType = SDK::ETeleportPawnType::ETeleportPawnType__RemoteTeleport;
bool bTeleport = true;
switch (tpType) {
case SDK::ETeleportPawnType::ETeleportPawnType__ParachuteTeleport:
teleportLoc.Z += 150000.0f;
break;
case SDK::ETeleportPawnType::ETeleportPawnType__RemoteTeleport:
teleportLoc += FVector(150000.0f, 0, 0);
break;
default:
break;
}// ByHAXBEY Public PlayerTeleport Sdk-Base
FHitResult hitResult;
localPlayer->K2_SetActorLocation(teleportLoc, false, bTeleport, &hitResult);
FRotator rot = UKismetMathLibrary::FindLookAtRotation(teleportLoc, targetLoc);
localPlayer->K2_SetActorRotation(rot, false);
}
}
Public PlayerTeleport
SDK-BASE GL/KR/VN/TW 32/64X