spectaterrrr

This commit is contained in:
Gray
2024-03-19 14:43:57 -04:00
parent 5bfe3a6179
commit 0a9191b854
7 changed files with 53 additions and 48 deletions

View File

@@ -1122,13 +1122,15 @@ void AFortPlayerController::ServerPlayEmoteItemHook(AFortPlayerController* Playe
return;
UObject* AbilityToUse = nullptr;
bool bShouldBeAbilityToUse = false;
static auto AthenaSprayItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaSprayItemDefinition");
static auto AthenaToyItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaToyItemDefinition");
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
if (EmoteAsset->IsA(AthenaSprayItemDefinitionClass))
{
static auto SprayGameplayAbilityDefault = FindObject(L"/Game/Abilities/Sprays/GAB_Spray_Generic.Default__GAB_Spray_Generic_C");
auto SprayGameplayAbilityDefault = FindObject(L"/Game/Abilities/Sprays/GAB_Spray_Generic.Default__GAB_Spray_Generic_C");
AbilityToUse = SprayGameplayAbilityDefault;
}
@@ -1137,8 +1139,6 @@ void AFortPlayerController::ServerPlayEmoteItemHook(AFortPlayerController* Playe
static auto ToySpawnAbilityOffset = EmoteAsset->GetOffset("ToySpawnAbility");
auto& ToySpawnAbilitySoft = EmoteAsset->Get<TSoftObjectPtr<UClass>>(ToySpawnAbilityOffset);
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
auto ToySpawnAbility = ToySpawnAbilitySoft.Get(BGAClass, true);
if (ToySpawnAbility)
@@ -1204,6 +1204,11 @@ void AFortPlayerController::ServerPlayEmoteItemHook(AFortPlayerController* Playe
}
}
void AFortPlayerController::ServerPlaySprayItemHook(AFortPlayerController* PlayerController, UAthenaSprayItemDefinition* SprayAsset)
{
PlayerController->ServerPlayEmoteItemHook(PlayerController, SprayAsset);
}
uint8 ToDeathCause(const FGameplayTagContainer& TagContainer, bool bWasDBNO = false, AFortPawn* Pawn = nullptr)
{
static auto ToDeathCauseFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerStateAthena.ToDeathCause");
@@ -1259,27 +1264,6 @@ uint8 ToDeathCause(const FGameplayTagContainer& TagContainer, bool bWasDBNO = fa
return sub_7FF7AB499410(TagContainer, bWasDBNO);
}
DWORD WINAPI SpectateThread(LPVOID PC)
{
auto PlayerController = (UObject*)PC;
if (!PlayerController->IsValidLowLevel())
return 0;
auto SpectatingPC = Cast<AFortPlayerControllerAthena>(PlayerController);
if (!SpectatingPC)
return 0;
Sleep(3000);
LOG_INFO(LogDev, "Spectate!");
SpectatingPC->SpectateOnDeath();
return 0;
}
DWORD WINAPI RestartThread(LPVOID)
{
// We should probably use unreal engine's timing system for this.
@@ -1602,26 +1586,25 @@ void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerCo
// LOG_INFO(LogDev, "KillerPlayerState->Place: {}", KillerPlayerState ? KillerPlayerState->GetPlace() : -1);
}
}
if (Fortnite_Version < 6) // Spectating (is this the actual build or is it like 6.10 when they added it auto).
if (Fortnite_Version < 6) // Spectating (is this the actual build or is it like 6.10 when they added it auto).
{
if (GameState->GetGamePhase() > EAthenaGamePhase::Warmup)
{
if (GameState->GetGamePhase() > EAthenaGamePhase::Warmup)
static auto bAllowSpectateAfterDeathOffset = GameMode->GetOffset("bAllowSpectateAfterDeath");
bool bAllowSpectate = GameMode->Get<bool>(bAllowSpectateAfterDeathOffset);
LOG_INFO(LogDev, "bAllowSpectate: {}", bAllowSpectate);
if (bAllowSpectate)
{
static auto bAllowSpectateAfterDeathOffset = GameMode->GetOffset("bAllowSpectateAfterDeath");
LOG_INFO(LogDev, "Starting Spectating!");
bool bAllowSpectate = GameMode->Get<bool>(bAllowSpectateAfterDeathOffset);
static auto PlayerToSpectateOnDeathOffset = PlayerController->GetOffset("PlayerToSpectateOnDeath");
PlayerController->Get<APawn*>(PlayerToSpectateOnDeathOffset) = KillerPawn;
LOG_INFO(LogDev, "bAllowSpectate: {}", bAllowSpectate);
if (bAllowSpectate)
{
LOG_INFO(LogDev, "Starting Spectating!");
static auto PlayerToSpectateOnDeathOffset = PlayerController->GetOffset("PlayerToSpectateOnDeath");
PlayerController->Get<APawn*>(PlayerToSpectateOnDeathOffset) = KillerPawn;
CreateThread(0, 0, SpectateThread, (LPVOID)PlayerController, 0, 0);
}
UKismetSystemLibrary::K2_SetTimer(PlayerController, L"SpectateOnDeath", 5.f, false); // Soo proper its scary
}
}
}