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168
Project Reboot 3.0/FortPlayerController.cpp
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168
Project Reboot 3.0/FortPlayerController.cpp
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#include "FortPlayerController.h"
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#include "Rotator.h"
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#include "BuildingSMActor.h"
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#include "FortGameModeAthena.h"
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#include "FortPlayerState.h"
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#include "BuildingWeapons.h"
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#include "ActorComponent.h"
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void AFortPlayerController::ServerAttemptAircraftJumpHook(AFortPlayerController* PC, FRotator ClientRotation)
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{
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auto PlayerController = Cast<APlayerController>(Engine_Version < 424 ? PC : ((UActorComponent*)PC)->GetOwner());
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LOG_INFO(LogDev, "PlayerController: {}", __int64(PlayerController));
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if (!PlayerController)
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return;
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// if (!PlayerController->bInAircraft)
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// return;
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auto GameMode = (AFortGameModeAthena*)GetWorld()->GetGameMode();
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auto GameState = GameMode->GetGameStateAthena();
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static auto AircraftsOffset = GameState->GetOffset("Aircrafts");
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auto Aircrafts = GameState->GetPtr<TArray<AActor*>>(AircraftsOffset);
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if (Aircrafts->Num() <= 0)
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return;
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auto NewPawn = GameMode->SpawnDefaultPawnForHook(GameMode, (AController*)PlayerController, Aircrafts->at(0));
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PlayerController->Possess(NewPawn);
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// PC->ServerRestartPlayer();
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}
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void AFortPlayerController::ServerCreateBuildingActorHook(AFortPlayerController* PlayerController, FCreateBuildingActorData CreateBuildingData)
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{
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UClass* BuildingClass = nullptr;
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FVector BuildLocation;
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FRotator BuildRotator;
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bool bMirrored;
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if (Fortnite_Version >= 8.30)
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{
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BuildLocation = CreateBuildingData.BuildLoc;
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BuildRotator = CreateBuildingData.BuildRot;
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bMirrored = CreateBuildingData.bMirrored;
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static auto BroadcastRemoteClientInfoOffset = PlayerController->GetOffset("BroadcastRemoteClientInfo");
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auto BroadcastRemoteClientInfo = PlayerController->Get(BroadcastRemoteClientInfoOffset);
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static auto RemoteBuildableClassOffset = BroadcastRemoteClientInfo->GetOffset("RemoteBuildableClass");
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BuildingClass = BroadcastRemoteClientInfo->Get<UClass*>(RemoteBuildableClassOffset);
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}
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else
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{
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}
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// LOG_INFO(LogDev, "BuildingClass {}", __int64(BuildingClass));
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if (!BuildingClass)
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return;
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TArray<ABuildingSMActor*> ExistingBuildings;
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char idk;
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static __int64 (*CantBuild)(UObject*, UObject*, FVector, FRotator, char, TArray<ABuildingSMActor*>*, char*) = decltype(CantBuild)(Addresses::CantBuild);
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bool bCanBuild = !CantBuild(GetWorld(), BuildingClass, BuildLocation, BuildRotator, bMirrored, &ExistingBuildings, &idk);
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if (!bCanBuild)
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{
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// LOG_INFO(LogDev, "cant build");
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return;
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}
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for (int i = 0; i < ExistingBuildings.Num(); i++)
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{
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auto ExistingBuilding = ExistingBuildings.At(i);
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ExistingBuilding->K2_DestroyActor();
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}
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FTransform Transform{};
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Transform.Translation = BuildLocation;
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Transform.Rotation = BuildRotator.Quaternion();
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Transform.Scale3D = { 1, 1, 1 };
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auto BuildingActor = GetWorld()->SpawnActor<ABuildingSMActor>(BuildingClass, Transform);
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if (!BuildingActor)
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return;
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BuildingActor->InitializeBuildingActor(PlayerController, BuildingActor, true);
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}
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void AFortPlayerController::ServerBeginEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit)
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{
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if (!BuildingActorToEdit || !BuildingActorToEdit->IsPlayerPlaced())
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return;
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auto Pawn = Cast<AFortPawn>(PlayerController->GetPawn(), false);
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if (!Pawn)
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return;
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static auto EditToolDef = FindObject<UFortWeaponItemDefinition>("/Game/Items/Weapons/BuildingTools/EditTool.EditTool");
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if (auto EditTool = Cast<AFortWeap_EditingTool>(Pawn->EquipWeaponDefinition(EditToolDef, FGuid{})))
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{
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BuildingActorToEdit->GetEditingPlayer() = PlayerController->GetPlayerState();
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// Onrep?
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EditTool->GetEditActor() = BuildingActorToEdit;
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// Onrep?
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}
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}
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void AFortPlayerController::ServerEditBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit, UClass* NewBuildingClass, int RotationIterations, char bMirrored)
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{
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auto PlayerState = (AFortPlayerState*)PlayerController->GetPlayerState();
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if (!BuildingActorToEdit || !NewBuildingClass || BuildingActorToEdit->IsDestroyed() || BuildingActorToEdit->GetEditingPlayer() != PlayerState)
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return;
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// if (!PlayerState || PlayerState->GetTeamIndex() != BuildingActorToEdit->GetTeamIndex())
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// return;
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BuildingActorToEdit->GetEditingPlayer() = nullptr;
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static ABuildingSMActor* (*BuildingSMActorReplaceBuildingActor)(ABuildingSMActor*, __int64, UClass*, int, int, uint8_t, AFortPlayerController*) =
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decltype(BuildingSMActorReplaceBuildingActor)(Addresses::ReplaceBuildingActor);
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if (auto BuildingActor = BuildingSMActorReplaceBuildingActor(BuildingActorToEdit, 1, NewBuildingClass,
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BuildingActorToEdit->GetCurrentBuildingLevel(), RotationIterations, bMirrored, PlayerController))
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{
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BuildingActor->SetPlayerPlaced(true);
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// if (auto PlayerState = Cast<AFortPlayerStateAthena>(PlayerController->PlayerState))
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// BuildingActor->SetTeam(PlayerState->TeamIndex);
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// BuildingActor->OnRep_Team();
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}
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}
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void AFortPlayerController::ServerEndEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToStopEditing)
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{
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auto Pawn = PlayerController->GetMyFortPawn();
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if (!BuildingActorToStopEditing || !Pawn
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// || BuildingActorToStopEditing->EditingPlayer != PlayerController->PlayerState
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|| BuildingActorToStopEditing->IsDestroyed())
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return;
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auto EditTool = Cast<AFortWeap_EditingTool>(Pawn->GetCurrentWeapon());
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BuildingActorToStopEditing->GetEditingPlayer() = nullptr;
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// BuildingActorToStopEditing->OnRep_EditingPlayer();
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if (EditTool)
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{
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// EditTool->bEditConfirmed = true;
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EditTool->GetEditActor() = nullptr;
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// EditTool->OnRep_EditActor();
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}
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}
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