mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
respawn toggle
toggling respawn, auto parachute height changer changer, fixed issue with characterparts, fixed lategame on s8, added cheat commands
This commit is contained in:
@@ -197,6 +197,12 @@ void UAbilitySystemComponent::InternalServerTryActivateAbilityHook(UAbilitySyste
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FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject, bool bDoNotRegive)
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{
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if (!AbilityClass)
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{
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LOG_WARN(LogAbilities, "Invalid AbilityClass passed into GiveAbilityEasy!");
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return FGameplayAbilitySpecHandle();
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}
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// LOG_INFO(LogDev, "Making spec!");
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auto DefaultAbility = AbilityClass->CreateDefaultObject();
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@@ -55,7 +55,7 @@ struct FVehicleClassDetails
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{
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>("/Script/FortniteGame.VehicleClassDetails");
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static auto Struct = FindObject<UStruct>(L"/Script/FortniteGame.VehicleClassDetails");
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return Struct;
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}
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@@ -24,6 +24,7 @@
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#include "vehicles.h"
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#include "globals.h"
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#include "events.h"
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#include "FortPlaylistAthena.h"
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#include "reboot.h"
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#include "ai.h"
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#include "Map.h"
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@@ -35,11 +36,11 @@
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#include "gui.h"
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#include <random>
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static UFortPlaylist* GetPlaylistToUse()
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static UFortPlaylistAthena* GetPlaylistToUse()
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{
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// LOG_DEBUG(LogDev, "PlaylistName: {}", PlaylistName);
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auto Playlist = FindObject<UFortPlaylist>(PlaylistName);
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auto Playlist = FindObject<UFortPlaylistAthena>(PlaylistName);
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if (Globals::bGoingToPlayEvent)
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{
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@@ -62,7 +63,7 @@ static UFortPlaylist* GetPlaylistToUse()
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// SET OVERRIDE PLAYLIST DOWN HERE
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if (Globals::bCreative)
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Playlist = FindObject<UFortPlaylist>(L"/Game/Athena/Playlists/Creative/Playlist_PlaygroundV2.Playlist_PlaygroundV2");
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Playlist = FindObject<UFortPlaylistAthena>(L"/Game/Athena/Playlists/Creative/Playlist_PlaygroundV2.Playlist_PlaygroundV2");
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return Playlist;
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}
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@@ -922,6 +923,10 @@ bool AFortGameModeAthena::Athena_ReadyToStartMatchHook(AFortGameModeAthena* Game
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int AFortGameModeAthena::Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller)
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{
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#if 0
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static int bruh = 3;
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return bruh++;
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#endif
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bool bIsBot = false;
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auto PlayerState = ((APlayerController*)Controller)->GetPlayerState();
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@@ -152,20 +152,20 @@ TScriptInterface<UFortSafeZoneInterface> AFortGameStateAthena::GetSafeZoneInterf
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return ScriptInterface;
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}
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UFortPlaylist*& AFortGameStateAthena::GetCurrentPlaylist()
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UFortPlaylistAthena*& AFortGameStateAthena::GetCurrentPlaylist()
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{
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static auto CurrentPlaylistInfoOffset = GetOffset("CurrentPlaylistInfo", false);
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if (CurrentPlaylistInfoOffset == -1)
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{
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static auto CurrentPlaylistDataOffset = GetOffset("CurrentPlaylistData");
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return Get<UFortPlaylist*>(CurrentPlaylistDataOffset);
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return (Get<UFortPlaylistAthena*>(CurrentPlaylistDataOffset));
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}
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auto CurrentPlaylistInfo = this->GetPtr<FFastArraySerializer>(CurrentPlaylistInfoOffset);
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static auto BasePlaylistOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "BasePlaylist");
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return *(UFortPlaylist**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset);
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return (*(UFortPlaylistAthena**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset));
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}
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int AFortGameStateAthena::GetAircraftIndex(AFortPlayerState* PlayerState)
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@@ -2,7 +2,7 @@
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#include "GameState.h"
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#include "FortPlayerStateAthena.h"
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#include "FortPlaylist.h"
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#include "FortPlaylistAthena.h"
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#include "BuildingStructuralSupportSystem.h"
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#include "ScriptInterface.h"
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#include "Interface.h"
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@@ -149,7 +149,7 @@ public:
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return Get<EAthenaGamePhaseStep>(GamePhaseStepOffset);
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}
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UFortPlaylist*& GetCurrentPlaylist();
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UFortPlaylistAthena*& GetCurrentPlaylist();
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TScriptInterface<UFortSafeZoneInterface> GetSafeZoneInterface();
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void AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState);
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@@ -699,6 +699,7 @@ void AFortPlayerController::ServerAttemptAircraftJumpHook(AFortPlayerController*
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{
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static auto StormEffectClass = FindObject<UClass>(L"/Game/Athena/SafeZone/GE_OutsideSafeZoneDamage.GE_OutsideSafeZoneDamage_C");
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auto PlayerState = PlayerController->GetPlayerStateAthena();
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PlayerState->GetAbilitySystemComponent()->RemoveActiveGameplayEffectBySourceEffect(StormEffectClass, 1, PlayerState->GetAbilitySystemComponent());
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}
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@@ -1324,6 +1325,10 @@ void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerCo
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int MaxHealth = 100;
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int MaxShield = 100;
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int AmountGiven = 0;
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/*
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int ShieldGiven = 0;
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int HealthGiven = 0;
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*/
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if ((MaxHealth - Health) > 0)
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{
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@@ -1343,6 +1348,11 @@ void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerCo
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AmountGiven += AmountToGive;
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}
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}
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if (AmountGiven > 0)
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{
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}
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}
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}
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}
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27
Project Reboot 3.0/FortPlaylistAthena.h
Normal file
27
Project Reboot 3.0/FortPlaylistAthena.h
Normal file
@@ -0,0 +1,27 @@
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#pragma once
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#include "FortPlaylist.h"
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enum class EAthenaRespawnType : uint8_t
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{
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None = 0,
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InfiniteRespawn = 1,
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InfiniteRespawnExceptStorm = 2,
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EAthenaRespawnType_MAX = 3
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};
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class UFortPlaylistAthena : public UFortPlaylist
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{
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public:
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EAthenaRespawnType& GetRespawnType()
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{
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static auto RespawnTypeOffset = GetOffset("RespawnType");
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return Get<EAthenaRespawnType>(RespawnTypeOffset);
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}
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortPlaylistAthena");
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return Class;
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}
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};
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@@ -189,9 +189,11 @@
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<ClCompile Include="calendar.h" />
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<ClCompile Include="CheatManager.cpp" />
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<ClCompile Include="Class.cpp" />
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<ClCompile Include="commands.cpp" />
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<ClCompile Include="Controller.cpp" />
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<ClCompile Include="DataChannel.cpp" />
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<ClCompile Include="DataTableFunctionLibrary.cpp" />
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<ClCompile Include="extra.cpp" />
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<ClCompile Include="dllmain.cpp" />
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<ClCompile Include="EngineTypes.cpp" />
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<ClCompile Include="finder.cpp" />
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@@ -376,6 +378,7 @@
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<ClInclude Include="FortPlayerState.h" />
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<ClInclude Include="FortPlayerStateAthena.h" />
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<ClInclude Include="FortPlaylist.h" />
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<ClInclude Include="FortPlaylistAthena.h" />
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<ClInclude Include="FortPlaysetItemDefinition.h" />
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<ClInclude Include="FortQuickBars.h" />
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<ClInclude Include="FortResourceItemDefinition.h" />
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@@ -298,6 +298,12 @@
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<ClCompile Include="objectviewer.cpp">
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<Filter>Reboot\Private</Filter>
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</ClCompile>
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<ClCompile Include="commands.cpp">
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<Filter>Reboot\Private</Filter>
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</ClCompile>
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<ClCompile Include="extra.cpp">
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<Filter>Reboot\Private</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="log.h" />
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@@ -951,6 +957,9 @@
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<ClInclude Include="AthenaPlayerMatchReport.h">
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<Filter>FortniteGame\Source\FortniteGame\Public\Stats</Filter>
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</ClInclude>
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<ClInclude Include="FortPlaylistAthena.h">
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<Filter>FortniteGame\Source\FortniteGame\Public</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Engine">
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952
Project Reboot 3.0/commands.cpp
Normal file
952
Project Reboot 3.0/commands.cpp
Normal file
@@ -0,0 +1,952 @@
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#include "commands.h"
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void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg)
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{
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if (!Msg.Data.Data || Msg.Data.Num() <= 0)
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return;
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auto PlayerState = Cast<AFortPlayerStateAthena>(PlayerController->GetPlayerState());
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// std::cout << "aa!\n";
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if (!PlayerState || !IsOperator(PlayerState, PlayerController))
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return;
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std::vector<std::string> Arguments;
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auto OldMsg = Msg.ToString();
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auto ReceivingController = PlayerController; // for now
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auto ReceivingPlayerState = PlayerState; // for now
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auto firstBackslash = OldMsg.find_first_of("\\");
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auto lastBackslash = OldMsg.find_last_of("\\");
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static auto World_NetDriverOffset = GetWorld()->GetOffset("NetDriver");
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auto WorldNetDriver = GetWorld()->Get<UNetDriver*>(World_NetDriverOffset);
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auto& ClientConnections = WorldNetDriver->GetClientConnections();
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if (firstBackslash != std::string::npos && lastBackslash != std::string::npos)
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{
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if (firstBackslash != lastBackslash)
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{
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std::string player = OldMsg;
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player = player.substr(firstBackslash + 1, lastBackslash - firstBackslash - 1);
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for (int i = 0; i < ClientConnections.Num(); ++i)
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{
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static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
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auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
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if (!CurrentPlayerController)
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continue;
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auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
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if (!CurrentPlayerState)
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continue;
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FString PlayerName = CurrentPlayerState->GetPlayerName();
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if (PlayerName.ToString() == player) // hopefully we arent on adifferent thread
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{
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ReceivingController = CurrentPlayerController;
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ReceivingPlayerState = CurrentPlayerState;
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PlayerName.Free();
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break;
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}
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PlayerName.Free();
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}
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}
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else
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{
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// SendMessageToConsole(PlayerController, L"Warning: You have a backslash but no ending backslash, was this by mistake? Executing on you.");
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}
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}
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if (!ReceivingController || !ReceivingPlayerState)
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{
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SendMessageToConsole(PlayerController, L"Unable to find player!");
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return;
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}
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{
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auto Message = Msg.ToString();
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size_t start = Message.find('\\');
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while (start != std::string::npos) // remove the playername
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{
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size_t end = Message.find('\\', start + 1);
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if (end == std::string::npos)
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break;
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Message.replace(start, end - start + 2, "");
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start = Message.find('\\');
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}
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int zz = 0;
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// std::cout << "Message Before: " << Message << '\n';
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while (Message.find(" ") != std::string::npos)
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{
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auto arg = Message.substr(0, Message.find(' '));
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Arguments.push_back(arg);
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// std::cout << std::format("[{}] {}\n", zz, arg);
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Message.erase(0, Message.find(' ') + 1);
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zz++;
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}
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// if (zz == 0)
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{
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Arguments.push_back(Message);
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// std::cout << std::format("[{}] {}\n", zz, Message);
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zz++;
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}
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// std::cout << "Message After: " << Message << '\n';
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}
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auto NumArgs = Arguments.size() == 0 ? 0 : Arguments.size() - 1;
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// std::cout << "NumArgs: " << NumArgs << '\n';
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// return;
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bool bSendHelpMessage = false;
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if (Arguments.size() >= 1)
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{
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auto& Command = Arguments[0];
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std::transform(Command.begin(), Command.end(), Command.begin(), ::tolower);
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if (Command == "giveitem")
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{
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if (NumArgs < 1)
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{
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SendMessageToConsole(PlayerController, L"Please provide a WID!");
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return;
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}
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auto WorldInventory = ReceivingController->GetWorldInventory();
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if (!WorldInventory)
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{
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SendMessageToConsole(PlayerController, L"No world inventory!");
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return;
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}
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auto& weaponName = Arguments[1];
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int count = 1;
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try
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{
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if (NumArgs >= 2)
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count = std::stoi(Arguments[2]);
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}
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catch (...)
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{
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}
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// LOG_INFO(LogDev, "weaponName: {}", weaponName);
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auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
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if (!WID)
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{
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SendMessageToConsole(PlayerController, L"Invalid WID!");
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return;
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}
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bool bShouldUpdate = false;
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WorldInventory->AddItem(WID, &bShouldUpdate, count);
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if (bShouldUpdate)
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WorldInventory->Update();
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SendMessageToConsole(PlayerController, L"Granted item!");
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}
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else if (Command == "printsimulatelootdrops")
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{
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if (NumArgs < 1)
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{
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SendMessageToConsole(PlayerController, L"Please provide a LootTierGroup!");
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return;
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}
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auto& lootTierGroup = Arguments[1];
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auto LootDrops = PickLootDrops(UKismetStringLibrary::Conv_StringToName(std::wstring(lootTierGroup.begin(), lootTierGroup.end()).c_str()), -1, true);
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for (int i = 0; i < LootDrops.size(); ++i)
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{
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}
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SendMessageToConsole(PlayerController, L"Printed!");
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}
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/* else if (Command == "debugattributes")
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{
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auto AbilitySystemComponent = ReceivingPlayerState->GetAbilitySystemComponent();
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if (!AbilitySystemComponent)
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{
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SendMessageToConsole(PlayerController, L"No AbilitySystemComponent!");
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return;
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}
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SendMessageToConsole(PlayerController, (L"AbilitySystemComponent->GetSpawnedAttributes().Num(): " + std::to_wstring(AbilitySystemComponent->GetSpawnedAttributes().Num())).c_str());
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for (int i = 0; i < AbilitySystemComponent->GetSpawnedAttributes().Num(); ++i)
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{
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auto CurrentAttributePathName = AbilitySystemComponent->GetSpawnedAttributes().at(i)->GetPathName();
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SendMessageToConsole(PlayerController, (L"SpawnedAttribute Name: " + std::wstring(CurrentAttributePathName.begin(), CurrentAttributePathName.end())).c_str());
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}
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}
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else if (Command == "debugcurrentitem")
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{
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auto Pawn = ReceivingController->GetMyFortPawn();
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if (!Pawn)
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{
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SendMessageToConsole(PlayerController, L"No pawn!");
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return;
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}
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auto CurrentWeapon = Pawn->GetCurrentWeapon();
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if (!CurrentWeapon)
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{
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SendMessageToConsole(PlayerController, L"No CurrentWeapon!");
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return;
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}
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auto WorldInventory = ReceivingController->GetWorldInventory();
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if (!CurrentWeapon)
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{
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SendMessageToConsole(PlayerController, L"No WorldInventory!");
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return;
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}
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auto ItemInstance = WorldInventory->FindItemInstance(CurrentWeapon->GetItemEntryGuid());
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auto ReplicatedEntry = WorldInventory->FindReplicatedEntry(CurrentWeapon->GetItemEntryGuid());
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if (!ItemInstance)
|
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{
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SendMessageToConsole(PlayerController, L"Failed to find ItemInstance!");
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return;
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||||
}
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if (!ReplicatedEntry)
|
||||
{
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SendMessageToConsole(PlayerController, L"Failed to find ReplicatedEntry!");
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return;
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}
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SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetGenericAttributeValues().Num(): " + std::to_wstring(ReplicatedEntry->GetGenericAttributeValues().Num())).c_str());
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SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetStateValues().Num(): " + std::to_wstring(ReplicatedEntry->GetStateValues().Num())).c_str());
|
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for (int i = 0; i < ReplicatedEntry->GetStateValues().Num(); ++i)
|
||||
{
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SendMessageToConsole(PlayerController, (L"[{}] StateValue Type: "
|
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+ std::to_wstring((int)ReplicatedEntry->GetStateValues().at(i, FFortItemEntryStateValue::GetStructSize()).GetStateType())).c_str()
|
||||
);
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||||
}
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||||
} */
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else if (Command == "op")
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||||
{
|
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if (ReceivingController == PlayerController)
|
||||
{
|
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SendMessageToConsole(PlayerController, L"You can't op yourself!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsOp(ReceivingController))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Player is already operator!");
|
||||
return;
|
||||
}
|
||||
|
||||
Op(ReceivingController);
|
||||
SendMessageToConsole(PlayerController, L"Granted operator to player!");
|
||||
}
|
||||
else if (Command == "deop")
|
||||
{
|
||||
if (!IsOp(ReceivingController))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Player is not operator!");
|
||||
return;
|
||||
}
|
||||
|
||||
Deop(ReceivingController);
|
||||
SendMessageToConsole(PlayerController, L"Removed operator from player!");
|
||||
}
|
||||
else if (Command == "setpickaxe")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a pickaxe!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Fortnite_Version < 3) // Idk why but emptyslot kicks the player because of the validate.
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Not supported on this version!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto WorldInventory = ReceivingController->GetWorldInventory();
|
||||
|
||||
if (!WorldInventory)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No world inventory!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& pickaxeName = Arguments[1];
|
||||
static auto AthenaPickaxeItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaPickaxeItemDefinition");
|
||||
|
||||
auto Pickaxe1 = FindObject(pickaxeName + "." + pickaxeName, nullptr, ANY_PACKAGE);
|
||||
|
||||
UFortWeaponMeleeItemDefinition* NewPickaxeItemDefinition = nullptr;
|
||||
|
||||
if (Pickaxe1)
|
||||
{
|
||||
if (Pickaxe1->IsA(AthenaPickaxeItemDefinitionClass))
|
||||
{
|
||||
static auto WeaponDefinitionOffset = Pickaxe1->GetOffset("WeaponDefinition");
|
||||
NewPickaxeItemDefinition = Pickaxe1->Get<UFortWeaponMeleeItemDefinition*>(WeaponDefinitionOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
NewPickaxeItemDefinition = Cast<UFortWeaponMeleeItemDefinition>(Pickaxe1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!NewPickaxeItemDefinition)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid pickaxe item definition!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
|
||||
|
||||
if (PickaxeInstance)
|
||||
{
|
||||
WorldInventory->RemoveItem(PickaxeInstance->GetItemEntry()->GetItemGuid(), nullptr, PickaxeInstance->GetItemEntry()->GetCount(), true);
|
||||
}
|
||||
|
||||
WorldInventory->AddItem(NewPickaxeItemDefinition, nullptr, 1);
|
||||
WorldInventory->Update();
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Successfully set pickaxe!");
|
||||
}
|
||||
else if (Command == "load")
|
||||
{
|
||||
if (!Globals::bCreative)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"It is not creative!");
|
||||
return;
|
||||
}
|
||||
|
||||
static auto CreativePlotLinkedVolumeOffset = ReceivingController->GetOffset("CreativePlotLinkedVolume", false);
|
||||
auto Volume = CreativePlotLinkedVolumeOffset == -1 ? nullptr : ReceivingController->GetCreativePlotLinkedVolume();
|
||||
|
||||
if (Arguments.size() <= 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a filename!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
std::string FileName = "islandSave";
|
||||
|
||||
try { FileName = Arguments[1]; }
|
||||
catch (...) {}
|
||||
|
||||
float X{ -1 }, Y{ -1 }, Z{ -1 };
|
||||
|
||||
if (Arguments.size() >= 4)
|
||||
{
|
||||
try { X = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[4]); }
|
||||
catch (...) {}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!Volume)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"They do not have an island!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (X != -1 && Y != -1 && Z != -1) // omg what if they want to spawn it at -1 -1 -1!!!
|
||||
Builder::LoadSave(FileName, FVector(X, Y, Z), FRotator());
|
||||
else
|
||||
Builder::LoadSave(FileName, Volume);
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Loaded!");
|
||||
}
|
||||
else if (Command == "spawnpickup")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& weaponName = Arguments[1];
|
||||
int count = 1;
|
||||
int amount = 1;
|
||||
|
||||
try
|
||||
{
|
||||
if (NumArgs >= 2)
|
||||
count = std::stoi(Arguments[2]);
|
||||
if (NumArgs >= 3)
|
||||
amount = std::stoi(Arguments[3]);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
}
|
||||
|
||||
constexpr int Max = 100;
|
||||
|
||||
if (amount > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
amount = Max;
|
||||
}
|
||||
|
||||
// LOG_INFO(LogDev, "weaponName: {}", weaponName);
|
||||
|
||||
auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
|
||||
|
||||
if (!WID)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Location = Pawn->GetActorLocation();
|
||||
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
|
||||
PickupCreateData CreateData;
|
||||
CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(WID, count, -1, MAX_DURABILITY, WID->GetFinalLevel(GameState->GetWorldLevel()));
|
||||
CreateData.SpawnLocation = Location;
|
||||
CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
AFortPickup::SpawnPickup(CreateData);
|
||||
}
|
||||
}
|
||||
else if (Command == "listplayers")
|
||||
{
|
||||
std::string PlayerNames;
|
||||
|
||||
for (int i = 0; i < ClientConnections.Num(); i++)
|
||||
{
|
||||
static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
|
||||
auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
|
||||
|
||||
if (!CurrentPlayerController)
|
||||
continue;
|
||||
|
||||
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
|
||||
|
||||
if (!CurrentPlayerState->IsValidLowLevel())
|
||||
continue;
|
||||
|
||||
PlayerNames += "\"" + CurrentPlayerState->GetPlayerName().ToString() + "\" ";
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, std::wstring(PlayerNames.begin(), PlayerNames.end()).c_str());
|
||||
}
|
||||
else if (Command == "launch")
|
||||
{
|
||||
if (Arguments.size() <= 3)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
float X{}, Y{}, Z{};
|
||||
|
||||
try { X = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
|
||||
return;
|
||||
}
|
||||
|
||||
static auto LaunchCharacterFn = FindObject<UFunction>(L"/Script/Engine.Character.LaunchCharacter");
|
||||
|
||||
struct
|
||||
{
|
||||
FVector LaunchVelocity; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
bool bXYOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
bool bZOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
} ACharacter_LaunchCharacter_Params{ FVector(X, Y, Z), false, false };
|
||||
Pawn->ProcessEvent(LaunchCharacterFn, &ACharacter_LaunchCharacter_Params);
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Launched character!");
|
||||
}
|
||||
else if (Command == "setshield")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
float Shield = 0.f;
|
||||
|
||||
if (NumArgs >= 1)
|
||||
{
|
||||
try { Shield = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
Pawn->SetShield(Shield);
|
||||
SendMessageToConsole(PlayerController, L"Set shield!\n");
|
||||
}
|
||||
else if (Command == "god")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
Pawn->SetCanBeDamaged(!Pawn->CanBeDamaged());
|
||||
SendMessageToConsole(PlayerController, std::wstring(L"God set to " + std::to_wstring(!(bool)Pawn->CanBeDamaged())).c_str());
|
||||
}
|
||||
else if (Command == "applycid")
|
||||
{
|
||||
auto PlayerState = Cast<AFortPlayerState>(ReceivingController->GetPlayerState());
|
||||
|
||||
if (!PlayerState) // ???
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No playerstate!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = Cast<AFortPlayerPawn>(ReceivingController->GetMyFortPawn());
|
||||
|
||||
std::string CIDStr = Arguments[1];
|
||||
auto CIDDef = FindObject(CIDStr, nullptr, ANY_PACKAGE);
|
||||
// auto CIDDef = UObject::FindObject<UAthenaCharacterItemDefinition>(CIDStr);
|
||||
|
||||
if (!CIDDef)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid character item definition!");
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(LogDev, "Applying {}", CIDDef->GetFullName());
|
||||
|
||||
if (!ApplyCID(Pawn, CIDDef))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed while applying skin! Please check the server log.");
|
||||
return;
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Applied CID!");
|
||||
}
|
||||
else if (Command == "suicide")
|
||||
{
|
||||
static auto ServerSuicideFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerController.ServerSuicide");
|
||||
ReceivingController->ProcessEvent(ServerSuicideFn);
|
||||
}
|
||||
else if (Command == "summon")
|
||||
{
|
||||
if (Arguments.size() <= 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a class!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& ClassName = Arguments[1];
|
||||
|
||||
/* if (ClassName.contains("/Script/"))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"For now, we don't allow non-blueprint classes.\n");
|
||||
return;
|
||||
} */
|
||||
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn class at!");
|
||||
return;
|
||||
}
|
||||
|
||||
int Count = 1;
|
||||
|
||||
if (Arguments.size() >= 3)
|
||||
{
|
||||
try { Count = std::stod(Arguments[2]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
constexpr int Max = 100;
|
||||
|
||||
if (Count > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
Count = Max;
|
||||
}
|
||||
|
||||
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
|
||||
static auto ClassClass = FindObject<UClass>(L"/Script/CoreUObject.Class");
|
||||
auto ClassObj = ClassName.contains("/Script/") ? FindObject<UClass>(ClassName, ClassClass) : LoadObject<UClass>(ClassName, BGAClass); // scuffy
|
||||
|
||||
if (ClassObj)
|
||||
{
|
||||
int AmountSpawned = 0;
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
auto Loc = Pawn->GetActorLocation();
|
||||
Loc.Z += 1000;
|
||||
auto NewActor = GetWorld()->SpawnActor<AActor>(ClassObj, Loc, FQuat(), FVector(1, 1, 1));
|
||||
|
||||
if (!NewActor)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
|
||||
}
|
||||
else
|
||||
{
|
||||
AmountSpawned++;
|
||||
}
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Summoned!");
|
||||
}
|
||||
else
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Not a valid class!");
|
||||
}
|
||||
}
|
||||
else if (Command == "spawnbottest")
|
||||
{
|
||||
// /Game/Athena/AI/MANG/BotData/
|
||||
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a customization object!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto CustomizationData = LoadObject<UFortAthenaAIBotCustomizationData>(Arguments[1], UFortAthenaAIBotCustomizationData::StaticClass());
|
||||
|
||||
if (!CustomizationData)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid CustomizationData!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto NewPawn = SpawnAIFromCustomizationData(Pawn->GetActorLocation(), CustomizationData);
|
||||
|
||||
if (NewPawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Spawned!");
|
||||
}
|
||||
else
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn!");
|
||||
}
|
||||
}
|
||||
else if (Command == "spawnbot")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
|
||||
return;
|
||||
}
|
||||
|
||||
int Count = 1;
|
||||
|
||||
if (Arguments.size() >= 2)
|
||||
{
|
||||
try { Count = std::stod(Arguments[1]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
constexpr int Max = 99;
|
||||
|
||||
if (Count > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
Count = Max;
|
||||
}
|
||||
|
||||
int AmountSpawned = 0;
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
FActorSpawnParameters SpawnParameters{};
|
||||
// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
|
||||
|
||||
auto Loc = Pawn->GetActorLocation();
|
||||
Loc.Z += 1000;
|
||||
|
||||
FTransform Transform;
|
||||
Transform.Translation = Loc;
|
||||
Transform.Scale3D = FVector(1, 1, 1);
|
||||
|
||||
auto NewActor = Bots::SpawnBot(Transform);
|
||||
|
||||
if (!NewActor)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
|
||||
}
|
||||
else
|
||||
{
|
||||
AmountSpawned++;
|
||||
}
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Summoned!");
|
||||
}
|
||||
else if (Command == "sethealth")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
float Health = 100.f;
|
||||
|
||||
try { Health = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
|
||||
Pawn->SetHealth(Health);
|
||||
SendMessageToConsole(PlayerController, L"Set health!\n");
|
||||
}
|
||||
else if (Command == "pausesafezone")
|
||||
{
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
|
||||
|
||||
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(), L"pausesafezone", nullptr);
|
||||
// GameMode->PauseSafeZone(GameState->IsSafeZonePaused() == 0);
|
||||
}
|
||||
else if (Command == "teleport" || Command == "tp")
|
||||
{
|
||||
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
|
||||
|
||||
if (!CheatManager)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
|
||||
return;
|
||||
}
|
||||
|
||||
CheatManager->Teleport();
|
||||
CheatManager = nullptr;
|
||||
SendMessageToConsole(PlayerController, L"Teleported!");
|
||||
}
|
||||
else if (Command == "wipequickbar" || Command == "wipequickbars")
|
||||
{
|
||||
bool bWipePrimary = false;
|
||||
bool bWipeSecondary = false;
|
||||
bool bCheckShouldBeDropped = true;
|
||||
|
||||
bool bWipeSingularQuickbar = Command != "wipequickbars";
|
||||
|
||||
if (bWipeSingularQuickbar)
|
||||
{
|
||||
if (Arguments.size() <= 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide \"primary\" or \"secondary\"!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
std::string quickbarType = Arguments[1];
|
||||
std::transform(quickbarType.begin(), quickbarType.end(), quickbarType.begin(), ::tolower);
|
||||
|
||||
if (quickbarType == "primary") bWipePrimary = true;
|
||||
if (quickbarType == "secondary") bWipeSecondary = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
bWipePrimary = true;
|
||||
bWipeSecondary = true;
|
||||
}
|
||||
|
||||
if (!bWipePrimary && !bWipeSecondary)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide \"primary\" or \"secondary\"!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Arguments.size() > 1 + bWipeSingularQuickbar)
|
||||
{
|
||||
std::string bypassCanBeDropped = Arguments[1 + bWipeSingularQuickbar];
|
||||
std::transform(bypassCanBeDropped.begin(), bypassCanBeDropped.end(), bypassCanBeDropped.begin(), ::tolower);
|
||||
|
||||
if (bypassCanBeDropped == "true") bCheckShouldBeDropped = true;
|
||||
else if (bypassCanBeDropped == "false") bCheckShouldBeDropped = false;
|
||||
}
|
||||
|
||||
auto WorldInventory = ReceivingController->GetWorldInventory();
|
||||
|
||||
if (!WorldInventory)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Player does not have a WorldInventory!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
static auto FortEditToolItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.FortEditToolItemDefinition");
|
||||
static auto FortBuildingItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.FortBuildingItemDefinition");
|
||||
|
||||
std::vector<std::pair<FGuid, int>> GuidsAndCountsToRemove;
|
||||
const auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances();
|
||||
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
|
||||
|
||||
for (int i = 0; i < ItemInstances.Num(); ++i)
|
||||
{
|
||||
auto ItemInstance = ItemInstances.at(i);
|
||||
const auto ItemDefinition = Cast<UFortWorldItemDefinition>(ItemInstance->GetItemEntry()->GetItemDefinition());
|
||||
|
||||
if (bCheckShouldBeDropped
|
||||
? ItemDefinition->CanBeDropped()
|
||||
: !ItemDefinition->IsA(FortBuildingItemDefinitionClass)
|
||||
&& !ItemDefinition->IsA(FortEditToolItemDefinitionClass)
|
||||
&& ItemInstance != PickaxeInstance
|
||||
)
|
||||
{
|
||||
bool IsPrimary = IsPrimaryQuickbar(ItemDefinition);
|
||||
|
||||
if ((bWipePrimary && IsPrimary) || (bWipeSecondary && !IsPrimary))
|
||||
{
|
||||
GuidsAndCountsToRemove.push_back({ ItemInstance->GetItemEntry()->GetItemGuid(), ItemInstance->GetItemEntry()->GetCount() });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& [Guid, Count] : GuidsAndCountsToRemove)
|
||||
{
|
||||
WorldInventory->RemoveItem(Guid, nullptr, Count, true);
|
||||
}
|
||||
|
||||
WorldInventory->Update();
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Cleared!\n");
|
||||
}
|
||||
else if (Command == "destroytarget")
|
||||
{
|
||||
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
|
||||
|
||||
if (!CheatManager)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
|
||||
return;
|
||||
}
|
||||
|
||||
CheatManager->DestroyTarget();
|
||||
CheatManager = nullptr;
|
||||
SendMessageToConsole(PlayerController, L"Destroyed target!");
|
||||
}
|
||||
else if (Command == "bugitgo")
|
||||
{
|
||||
if (Arguments.size() <= 3)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
float X{}, Y{}, Z{};
|
||||
|
||||
try { X = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
|
||||
auto Pawn = Cast<APawn>(ReceivingController->GetPawn());
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
|
||||
return;
|
||||
}
|
||||
|
||||
Pawn->TeleportTo(FVector(X, Y, Z), Pawn->GetActorRotation());
|
||||
SendMessageToConsole(PlayerController, L"Teleported!");
|
||||
}
|
||||
else { bSendHelpMessage = true; };
|
||||
}
|
||||
else { bSendHelpMessage = true; };
|
||||
|
||||
if (bSendHelpMessage)
|
||||
{
|
||||
FString HelpMessage = LR"(
|
||||
cheat giveitem <ShortWID> <Count=1> - Gives a weapon to the executing player, if inventory is full drops a pickup on the player.
|
||||
cheat summon <BlueprintClassPathName> <Count=1> - Summons the specified blueprint class at the executing player's location. Note: There is a limit on the count.
|
||||
cheat bugitgo <X> <Y> <Z> - Teleport to a location.
|
||||
cheat launch <X> <Y> <Z> - Launches a player.
|
||||
cheat listplayers - Gives you all players names.
|
||||
cheat pausesafezone - Pauses the zone.
|
||||
cheat sethealth <Health=100.f> - Sets executing player's health.
|
||||
cheat setshield <Shield=0.f> - Sets executing player's shield.
|
||||
cheat applycid <CIDShortName> - Sets a player's character.
|
||||
cheat spawnpickup <ShortWID> <ItemCount=1> <PickupCount=1> - Spawns a pickup at specified player.
|
||||
cheat teleport/tp - Teleports to what the player is looking at.
|
||||
cheat spawnbot <Amount=1> - Spawns a bot at the player (experimental).
|
||||
cheat setpickaxe <PickaxeID> - Set player's pickaxe. Can be either the PID or WID
|
||||
cheat destroytarget - Destroys the actor that the player is looking at.
|
||||
cheat wipequickbar <Primary|Secondary> <RemoveUndroppables=false> - Wipes the specified quickbar (parameters is not case sensitive).
|
||||
cheat wipequickbars <RemoveUndroppables=false> - Wipes primary and secondary quickbar of targeted player (parameter is not case sensitive).
|
||||
cheat suicide - Makes targeted player suicide.
|
||||
|
||||
If you want to execute a command on a certain player, surround their name (case sensitive) with \, and put the param with their name anywhere. Example: cheat sethealth \Milxnor\ 100
|
||||
)";
|
||||
|
||||
SendMessageToConsole(PlayerController, HelpMessage);
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,7 @@
|
||||
#include "ai.h"
|
||||
#include "moderation.h"
|
||||
|
||||
bool IsOperator(APlayerState* PlayerState, AFortPlayerController* PlayerController)
|
||||
inline bool IsOperator(APlayerState* PlayerState, AFortPlayerController* PlayerController)
|
||||
{
|
||||
auto& IP = PlayerState->GetSavedNetworkAddress();
|
||||
auto IPStr = IP.ToString();
|
||||
@@ -47,857 +47,4 @@ inline void SendMessageToConsole(AFortPlayerController* PlayerController, const
|
||||
// LOG_INFO(LogDev, "{}", brah);
|
||||
}
|
||||
|
||||
void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg)
|
||||
{
|
||||
if (!Msg.Data.Data || Msg.Data.Num() <= 0)
|
||||
return;
|
||||
|
||||
auto PlayerState = Cast<AFortPlayerStateAthena>(PlayerController->GetPlayerState());
|
||||
|
||||
// std::cout << "aa!\n";
|
||||
|
||||
if (!PlayerState || !IsOperator(PlayerState, PlayerController))
|
||||
return;
|
||||
|
||||
std::vector<std::string> Arguments;
|
||||
auto OldMsg = Msg.ToString();
|
||||
|
||||
auto ReceivingController = PlayerController; // for now
|
||||
auto ReceivingPlayerState = PlayerState; // for now
|
||||
|
||||
auto firstBackslash = OldMsg.find_first_of("\\");
|
||||
auto lastBackslash = OldMsg.find_last_of("\\");
|
||||
|
||||
static auto World_NetDriverOffset = GetWorld()->GetOffset("NetDriver");
|
||||
auto WorldNetDriver = GetWorld()->Get<UNetDriver*>(World_NetDriverOffset);
|
||||
auto& ClientConnections = WorldNetDriver->GetClientConnections();
|
||||
|
||||
if (firstBackslash != std::string::npos && lastBackslash != std::string::npos)
|
||||
{
|
||||
if (firstBackslash != lastBackslash)
|
||||
{
|
||||
std::string player = OldMsg;
|
||||
|
||||
player = player.substr(firstBackslash + 1, lastBackslash - firstBackslash - 1);
|
||||
|
||||
for (int i = 0; i < ClientConnections.Num(); ++i)
|
||||
{
|
||||
static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
|
||||
auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
|
||||
|
||||
if (!CurrentPlayerController)
|
||||
continue;
|
||||
|
||||
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
|
||||
|
||||
if (!CurrentPlayerState)
|
||||
continue;
|
||||
|
||||
FString PlayerName = CurrentPlayerState->GetPlayerName();
|
||||
|
||||
if (PlayerName.ToString() == player) // hopefully we arent on adifferent thread
|
||||
{
|
||||
ReceivingController = CurrentPlayerController;
|
||||
ReceivingPlayerState = CurrentPlayerState;
|
||||
PlayerName.Free();
|
||||
break;
|
||||
}
|
||||
|
||||
PlayerName.Free();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// SendMessageToConsole(PlayerController, L"Warning: You have a backslash but no ending backslash, was this by mistake? Executing on you.");
|
||||
}
|
||||
}
|
||||
|
||||
if (!ReceivingController || !ReceivingPlayerState)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Unable to find player!");
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
auto Message = Msg.ToString();
|
||||
|
||||
size_t start = Message.find('\\');
|
||||
|
||||
while (start != std::string::npos) // remove the playername
|
||||
{
|
||||
size_t end = Message.find('\\', start + 1);
|
||||
|
||||
if (end == std::string::npos)
|
||||
break;
|
||||
|
||||
Message.replace(start, end - start + 2, "");
|
||||
start = Message.find('\\');
|
||||
}
|
||||
|
||||
int zz = 0;
|
||||
|
||||
// std::cout << "Message Before: " << Message << '\n';
|
||||
|
||||
while (Message.find(" ") != std::string::npos)
|
||||
{
|
||||
auto arg = Message.substr(0, Message.find(' '));
|
||||
Arguments.push_back(arg);
|
||||
// std::cout << std::format("[{}] {}\n", zz, arg);
|
||||
Message.erase(0, Message.find(' ') + 1);
|
||||
zz++;
|
||||
}
|
||||
|
||||
// if (zz == 0)
|
||||
{
|
||||
Arguments.push_back(Message);
|
||||
// std::cout << std::format("[{}] {}\n", zz, Message);
|
||||
zz++;
|
||||
}
|
||||
|
||||
// std::cout << "Message After: " << Message << '\n';
|
||||
}
|
||||
|
||||
auto NumArgs = Arguments.size() == 0 ? 0 : Arguments.size() - 1;
|
||||
|
||||
// std::cout << "NumArgs: " << NumArgs << '\n';
|
||||
|
||||
// return;
|
||||
|
||||
bool bSendHelpMessage = false;
|
||||
|
||||
if (Arguments.size() >= 1)
|
||||
{
|
||||
auto& Command = Arguments[0];
|
||||
std::transform(Command.begin(), Command.end(), Command.begin(), ::tolower);
|
||||
|
||||
if (Command == "giveitem")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto WorldInventory = ReceivingController->GetWorldInventory();
|
||||
|
||||
if (!WorldInventory)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No world inventory!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& weaponName = Arguments[1];
|
||||
int count = 1;
|
||||
|
||||
try
|
||||
{
|
||||
if (NumArgs >= 2)
|
||||
count = std::stoi(Arguments[2]);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
}
|
||||
|
||||
// LOG_INFO(LogDev, "weaponName: {}", weaponName);
|
||||
|
||||
auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
|
||||
|
||||
if (!WID)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
bool bShouldUpdate = false;
|
||||
WorldInventory->AddItem(WID, &bShouldUpdate, count);
|
||||
|
||||
if (bShouldUpdate)
|
||||
WorldInventory->Update();
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Granted item!");
|
||||
}
|
||||
else if (Command == "printsimulatelootdrops")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a LootTierGroup!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& lootTierGroup = Arguments[1];
|
||||
|
||||
auto LootDrops = PickLootDrops(UKismetStringLibrary::Conv_StringToName(std::wstring(lootTierGroup.begin(), lootTierGroup.end()).c_str()), -1, true);
|
||||
|
||||
for (int i = 0; i < LootDrops.size(); ++i)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Printed!");
|
||||
}
|
||||
/* else if (Command == "debugattributes")
|
||||
{
|
||||
auto AbilitySystemComponent = ReceivingPlayerState->GetAbilitySystemComponent();
|
||||
|
||||
if (!AbilitySystemComponent)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No AbilitySystemComponent!");
|
||||
return;
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, (L"AbilitySystemComponent->GetSpawnedAttributes().Num(): " + std::to_wstring(AbilitySystemComponent->GetSpawnedAttributes().Num())).c_str());
|
||||
|
||||
for (int i = 0; i < AbilitySystemComponent->GetSpawnedAttributes().Num(); ++i)
|
||||
{
|
||||
auto CurrentAttributePathName = AbilitySystemComponent->GetSpawnedAttributes().at(i)->GetPathName();
|
||||
SendMessageToConsole(PlayerController, (L"SpawnedAttribute Name: " + std::wstring(CurrentAttributePathName.begin(), CurrentAttributePathName.end())).c_str());
|
||||
}
|
||||
}
|
||||
else if (Command == "debugcurrentitem")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto CurrentWeapon = Pawn->GetCurrentWeapon();
|
||||
|
||||
if (!CurrentWeapon)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No CurrentWeapon!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto WorldInventory = ReceivingController->GetWorldInventory();
|
||||
|
||||
if (!CurrentWeapon)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No WorldInventory!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto ItemInstance = WorldInventory->FindItemInstance(CurrentWeapon->GetItemEntryGuid());
|
||||
auto ReplicatedEntry = WorldInventory->FindReplicatedEntry(CurrentWeapon->GetItemEntryGuid());
|
||||
|
||||
if (!ItemInstance)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to find ItemInstance!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ReplicatedEntry)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to find ReplicatedEntry!");
|
||||
return;
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetGenericAttributeValues().Num(): " + std::to_wstring(ReplicatedEntry->GetGenericAttributeValues().Num())).c_str());
|
||||
SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetStateValues().Num(): " + std::to_wstring(ReplicatedEntry->GetStateValues().Num())).c_str());
|
||||
|
||||
for (int i = 0; i < ReplicatedEntry->GetStateValues().Num(); ++i)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (L"[{}] StateValue Type: "
|
||||
+ std::to_wstring((int)ReplicatedEntry->GetStateValues().at(i, FFortItemEntryStateValue::GetStructSize()).GetStateType())).c_str()
|
||||
);
|
||||
}
|
||||
} */
|
||||
else if (Command == "op")
|
||||
{
|
||||
if (ReceivingController == PlayerController)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"You can't op yourself!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsOp(ReceivingController))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Player is already operator!");
|
||||
return;
|
||||
}
|
||||
|
||||
Op(ReceivingController);
|
||||
SendMessageToConsole(PlayerController, L"Granted operator to player!");
|
||||
}
|
||||
else if (Command == "deop")
|
||||
{
|
||||
if (!IsOp(ReceivingController))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Player is not operator!");
|
||||
return;
|
||||
}
|
||||
|
||||
Deop(ReceivingController);
|
||||
SendMessageToConsole(PlayerController, L"Removed operator from player!");
|
||||
}
|
||||
else if (Command == "setpickaxe")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a pickaxe!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Fortnite_Version < 3) // Idk why but emptyslot kicks the player because of the validate.
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Not supported on this version!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto WorldInventory = ReceivingController->GetWorldInventory();
|
||||
|
||||
if (!WorldInventory)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No world inventory!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& pickaxeName = Arguments[1];
|
||||
static auto AthenaPickaxeItemDefinitionClass = FindObject<UClass>("/Script/FortniteGame.AthenaPickaxeItemDefinition");
|
||||
|
||||
auto Pickaxe1 = FindObject(pickaxeName + "." + pickaxeName, nullptr, ANY_PACKAGE);
|
||||
|
||||
UFortWeaponMeleeItemDefinition* NewPickaxeItemDefinition = nullptr;
|
||||
|
||||
if (Pickaxe1)
|
||||
{
|
||||
if (Pickaxe1->IsA(AthenaPickaxeItemDefinitionClass))
|
||||
{
|
||||
static auto WeaponDefinitionOffset = Pickaxe1->GetOffset("WeaponDefinition");
|
||||
NewPickaxeItemDefinition = Pickaxe1->Get<UFortWeaponMeleeItemDefinition*>(WeaponDefinitionOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
NewPickaxeItemDefinition = Cast<UFortWeaponMeleeItemDefinition>(Pickaxe1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!NewPickaxeItemDefinition)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid pickaxe item definition!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
|
||||
|
||||
if (PickaxeInstance)
|
||||
{
|
||||
WorldInventory->RemoveItem(PickaxeInstance->GetItemEntry()->GetItemGuid(), nullptr, PickaxeInstance->GetItemEntry()->GetCount(), true);
|
||||
}
|
||||
|
||||
WorldInventory->AddItem(NewPickaxeItemDefinition, nullptr, 1);
|
||||
WorldInventory->Update();
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Successfully set pickaxe!");
|
||||
}
|
||||
else if (Command == "load")
|
||||
{
|
||||
if (!Globals::bCreative)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"It is not creative!");
|
||||
return;
|
||||
}
|
||||
|
||||
static auto CreativePlotLinkedVolumeOffset = ReceivingController->GetOffset("CreativePlotLinkedVolume", false);
|
||||
auto Volume = CreativePlotLinkedVolumeOffset == -1 ? nullptr : ReceivingController->GetCreativePlotLinkedVolume();
|
||||
|
||||
if (Arguments.size() <= 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a filename!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
std::string FileName = "islandSave";
|
||||
|
||||
try { FileName = Arguments[1]; }
|
||||
catch (...) {}
|
||||
|
||||
float X{ -1 }, Y{ -1 }, Z{ -1 };
|
||||
|
||||
if (Arguments.size() >= 4)
|
||||
{
|
||||
try { X = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[4]); }
|
||||
catch (...) {}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!Volume)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"They do not have an island!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (X != -1 && Y != -1 && Z != -1) // omg what if they want to spawn it at -1 -1 -1!!!
|
||||
Builder::LoadSave(FileName, FVector(X, Y, Z), FRotator());
|
||||
else
|
||||
Builder::LoadSave(FileName, Volume);
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Loaded!");
|
||||
}
|
||||
else if (Command == "spawnpickup")
|
||||
{
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& weaponName = Arguments[1];
|
||||
int count = 1;
|
||||
int amount = 1;
|
||||
|
||||
try
|
||||
{
|
||||
if (NumArgs >= 2)
|
||||
count = std::stoi(Arguments[2]);
|
||||
if (NumArgs >= 3)
|
||||
amount = std::stoi(Arguments[3]);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
}
|
||||
|
||||
constexpr int Max = 100;
|
||||
|
||||
if (amount > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
amount = Max;
|
||||
}
|
||||
|
||||
// LOG_INFO(LogDev, "weaponName: {}", weaponName);
|
||||
|
||||
auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
|
||||
|
||||
if (!WID)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid WID!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Location = Pawn->GetActorLocation();
|
||||
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
|
||||
PickupCreateData CreateData;
|
||||
CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(WID, count, -1, MAX_DURABILITY, WID->GetFinalLevel(GameState->GetWorldLevel()));
|
||||
CreateData.SpawnLocation = Location;
|
||||
CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
AFortPickup::SpawnPickup(CreateData);
|
||||
}
|
||||
}
|
||||
else if (Command == "listplayers")
|
||||
{
|
||||
std::string PlayerNames;
|
||||
|
||||
for (int i = 0; i < ClientConnections.Num(); i++)
|
||||
{
|
||||
static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
|
||||
auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
|
||||
|
||||
if (!CurrentPlayerController)
|
||||
continue;
|
||||
|
||||
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
|
||||
|
||||
if (!CurrentPlayerState->IsValidLowLevel())
|
||||
continue;
|
||||
|
||||
PlayerNames += "\"" + CurrentPlayerState->GetPlayerName().ToString() + "\" ";
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, std::wstring(PlayerNames.begin(), PlayerNames.end()).c_str());
|
||||
}
|
||||
else if (Command == "launch")
|
||||
{
|
||||
if (Arguments.size() <= 3)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
float X{}, Y{}, Z{};
|
||||
|
||||
try { X = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
|
||||
return;
|
||||
}
|
||||
|
||||
static auto LaunchCharacterFn = FindObject<UFunction>(L"/Script/Engine.Character.LaunchCharacter");
|
||||
|
||||
struct
|
||||
{
|
||||
FVector LaunchVelocity; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
bool bXYOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
bool bZOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
||||
} ACharacter_LaunchCharacter_Params{ FVector(X, Y, Z), false, false};
|
||||
Pawn->ProcessEvent(LaunchCharacterFn, &ACharacter_LaunchCharacter_Params);
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Launched character!");
|
||||
}
|
||||
else if (Command == "setshield")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
float Shield = 0.f;
|
||||
|
||||
if (NumArgs >= 1)
|
||||
{
|
||||
try { Shield = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
Pawn->SetShield(Shield);
|
||||
SendMessageToConsole(PlayerController, L"Set shield!\n");
|
||||
}
|
||||
else if (Command == "god")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
Pawn->SetCanBeDamaged(!Pawn->CanBeDamaged());
|
||||
SendMessageToConsole(PlayerController, std::wstring(L"God set to " + std::to_wstring(!(bool)Pawn->CanBeDamaged())).c_str());
|
||||
}
|
||||
else if (Command == "applycid")
|
||||
{
|
||||
auto PlayerState = Cast<AFortPlayerState>(ReceivingController->GetPlayerState());
|
||||
|
||||
if (!PlayerState) // ???
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No playerstate!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = Cast<AFortPlayerPawn>(ReceivingController->GetMyFortPawn());
|
||||
|
||||
std::string CIDStr = Arguments[1];
|
||||
auto CIDDef = FindObject(CIDStr, nullptr, ANY_PACKAGE);
|
||||
// auto CIDDef = UObject::FindObject<UAthenaCharacterItemDefinition>(CIDStr);
|
||||
|
||||
if (!CIDDef)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid character item definition!");
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(LogDev, "Applying {}", CIDDef->GetFullName());
|
||||
|
||||
if (!ApplyCID(Pawn, CIDDef))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed while applying skin! Please check the server log.");
|
||||
return;
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Applied CID!");
|
||||
}
|
||||
else if (Command == "summon")
|
||||
{
|
||||
if (Arguments.size() <= 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a class!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& ClassName = Arguments[1];
|
||||
|
||||
/* if (ClassName.contains("/Script/"))
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"For now, we don't allow non-blueprint classes.\n");
|
||||
return;
|
||||
} */
|
||||
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn class at!");
|
||||
return;
|
||||
}
|
||||
|
||||
int Count = 1;
|
||||
|
||||
if (Arguments.size() >= 3)
|
||||
{
|
||||
try { Count = std::stod(Arguments[2]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
constexpr int Max = 100;
|
||||
|
||||
if (Count > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
Count = Max;
|
||||
}
|
||||
|
||||
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
|
||||
static auto ClassClass = FindObject<UClass>(L"/Script/CoreUObject.Class");
|
||||
auto ClassObj = ClassName.contains("/Script/") ? FindObject<UClass>(ClassName, ClassClass) : LoadObject<UClass>(ClassName, BGAClass); // scuffy
|
||||
|
||||
if (ClassObj)
|
||||
{
|
||||
int AmountSpawned = 0;
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
auto Loc = Pawn->GetActorLocation();
|
||||
Loc.Z += 1000;
|
||||
auto NewActor = GetWorld()->SpawnActor<AActor>(ClassObj, Loc, FQuat(), FVector(1, 1, 1));
|
||||
|
||||
if (!NewActor)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
|
||||
}
|
||||
else
|
||||
{
|
||||
AmountSpawned++;
|
||||
}
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Summoned!");
|
||||
}
|
||||
else
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Not a valid class!");
|
||||
}
|
||||
}
|
||||
else if (Command == "spawnbottest")
|
||||
{
|
||||
// /Game/Athena/AI/MANG/BotData/
|
||||
|
||||
if (NumArgs < 1)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide a customization object!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto CustomizationData = LoadObject<UFortAthenaAIBotCustomizationData>(Arguments[1], UFortAthenaAIBotCustomizationData::StaticClass());
|
||||
|
||||
if (!CustomizationData)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Invalid CustomizationData!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto NewPawn = SpawnAIFromCustomizationData(Pawn->GetActorLocation(), CustomizationData);
|
||||
|
||||
if (NewPawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Spawned!");
|
||||
}
|
||||
else
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn!");
|
||||
}
|
||||
}
|
||||
else if (Command == "spawnbot")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
|
||||
return;
|
||||
}
|
||||
|
||||
int Count = 1;
|
||||
|
||||
if (Arguments.size() >= 2)
|
||||
{
|
||||
try { Count = std::stod(Arguments[1]); }
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
constexpr int Max = 99;
|
||||
|
||||
if (Count > Max)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
|
||||
Count = Max;
|
||||
}
|
||||
|
||||
int AmountSpawned = 0;
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
FActorSpawnParameters SpawnParameters{};
|
||||
// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
|
||||
|
||||
auto Loc = Pawn->GetActorLocation();
|
||||
Loc.Z += 1000;
|
||||
|
||||
FTransform Transform;
|
||||
Transform.Translation = Loc;
|
||||
Transform.Scale3D = FVector(1, 1, 1);
|
||||
|
||||
auto NewActor = Bots::SpawnBot(Transform);
|
||||
|
||||
if (!NewActor)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
|
||||
}
|
||||
else
|
||||
{
|
||||
AmountSpawned++;
|
||||
}
|
||||
}
|
||||
|
||||
SendMessageToConsole(PlayerController, L"Summoned!");
|
||||
}
|
||||
else if (Command == "sethealth")
|
||||
{
|
||||
auto Pawn = ReceivingController->GetMyFortPawn();
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn!");
|
||||
return;
|
||||
}
|
||||
|
||||
float Health = 100.f;
|
||||
|
||||
try { Health = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
|
||||
Pawn->SetHealth(Health);
|
||||
SendMessageToConsole(PlayerController, L"Set health!\n");
|
||||
}
|
||||
else if (Command == "pausesafezone")
|
||||
{
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
|
||||
|
||||
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(), L"pausesafezone", nullptr);
|
||||
// GameMode->PauseSafeZone(GameState->IsSafeZonePaused() == 0);
|
||||
}
|
||||
else if (Command == "teleport")
|
||||
{
|
||||
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
|
||||
|
||||
if (!CheatManager)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
|
||||
return;
|
||||
}
|
||||
|
||||
CheatManager->Teleport();
|
||||
CheatManager = nullptr;
|
||||
SendMessageToConsole(PlayerController, L"Teleported!");
|
||||
}
|
||||
else if (Command == "destroytarget")
|
||||
{
|
||||
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
|
||||
|
||||
if (!CheatManager)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
|
||||
return;
|
||||
}
|
||||
|
||||
CheatManager->DestroyTarget();
|
||||
CheatManager = nullptr;
|
||||
SendMessageToConsole(PlayerController, L"Destroyed target!");
|
||||
}
|
||||
else if (Command == "bugitgo")
|
||||
{
|
||||
if (Arguments.size() <= 3)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
float X{}, Y{}, Z{};
|
||||
|
||||
try { X = std::stof(Arguments[1]); }
|
||||
catch (...) {}
|
||||
try { Y = std::stof(Arguments[2]); }
|
||||
catch (...) {}
|
||||
try { Z = std::stof(Arguments[3]); }
|
||||
catch (...) {}
|
||||
|
||||
auto Pawn = Cast<APawn>(ReceivingController->GetPawn());
|
||||
|
||||
if (!Pawn)
|
||||
{
|
||||
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
|
||||
return;
|
||||
}
|
||||
|
||||
Pawn->TeleportTo(FVector(X, Y, Z), Pawn->GetActorRotation());
|
||||
SendMessageToConsole(PlayerController, L"Teleported!");
|
||||
}
|
||||
else { bSendHelpMessage = true; };
|
||||
}
|
||||
else { bSendHelpMessage = true; };
|
||||
|
||||
if (bSendHelpMessage)
|
||||
{
|
||||
FString HelpMessage = LR"(
|
||||
cheat giveitem <ShortWID> <Count=1> - Gives a weapon to the executing player, if inventory is full drops a pickup on the player.
|
||||
cheat summon <BlueprintClassPathName> <Count=1> - Summons the specified blueprint class at the executing player's location. Note: There is a limit on the count.
|
||||
cheat bugitgo <X> <Y> <Z> - Teleport to a location.
|
||||
cheat launch <X> <Y> <Z> - Launches a player.
|
||||
cheat listplayers - Gives you all players names.
|
||||
cheat pausesafezone - Pauses the zone.
|
||||
cheat sethealth <Health=100.f> - Sets executing player's health.
|
||||
cheat setshield <Shield=0.f> - Sets executing player's shield.
|
||||
cheat applycid <CIDShortName> - Sets a player's character.
|
||||
cheat spawnpickup <ShortWID> <ItemCount=1> <PickupCount=1> - Spawns a pickup at specified player.
|
||||
cheat teleport - Teleports to what the player is looking at.
|
||||
cheat spawnbot <Amount=1> - Spawns a bot at the player (experimental).
|
||||
cheat setpickaxe <PickaxeID> - Set player's pickaxe.
|
||||
cheat destroytarget - Destroys the actor that the player is looking at.
|
||||
|
||||
If you want to execute a command on a certain player, surround their name (case sensitive) with \, and put the param anywhere. Example: cheat sethealth \Milxnor\ 100
|
||||
)";
|
||||
|
||||
SendMessageToConsole(PlayerController, HelpMessage);
|
||||
}
|
||||
}
|
||||
void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg);
|
||||
@@ -10,151 +10,7 @@
|
||||
|
||||
static inline void (*SetZoneToIndexOriginal)(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
|
||||
|
||||
static inline void SetZoneToIndexHook(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK)
|
||||
{
|
||||
static auto ZoneDurationsOffset = Fortnite_Version >= 15 && Fortnite_Version < 18 ? 0x258
|
||||
: std::floor(Fortnite_Version) >= 18 ? 0x248
|
||||
: 0x1F8; // S13-S14
|
||||
|
||||
static auto GameMode_SafeZonePhaseOffset = GameModeAthena->GetOffset("SafeZonePhase");
|
||||
auto GameState = Cast<AFortGameStateAthena>(GameModeAthena->GetGameState());
|
||||
|
||||
if (!GameState)
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
|
||||
auto SafeZoneIndicator = GameModeAthena->GetSafeZoneIndicator();
|
||||
|
||||
static auto GameState_SafeZonePhaseOffset = GameState->GetOffset("SafeZonePhase");
|
||||
|
||||
static int NewLateGameSafeZonePhase = 2;
|
||||
|
||||
LOG_INFO(LogDev, "NewLateGameSafeZonePhase: {}", NewLateGameSafeZonePhase);
|
||||
|
||||
if (Fortnite_Version < 13)
|
||||
{
|
||||
if (Globals::bLateGame.load())
|
||||
{
|
||||
GameModeAthena->Get<int>(GameMode_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
GameState->Get<int>(GameState_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
|
||||
if (NewLateGameSafeZonePhase == 2 || NewLateGameSafeZonePhase == 3)
|
||||
{
|
||||
if (SafeZoneIndicator)
|
||||
SafeZoneIndicator->SkipShrinkSafeZone();
|
||||
else
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
}
|
||||
|
||||
NewLateGameSafeZonePhase++;
|
||||
return;
|
||||
}
|
||||
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
if (!SafeZoneIndicator)
|
||||
{
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
static auto SafeZoneFinishShrinkTimeOffset = SafeZoneIndicator->GetOffset("SafeZoneFinishShrinkTime");
|
||||
static auto SafeZoneStartShrinkTimeOffset = SafeZoneIndicator->GetOffset("SafeZoneStartShrinkTime");
|
||||
static auto RadiusOffset = SafeZoneIndicator->GetOffset("Radius");
|
||||
|
||||
static auto SafeZonePhaseOffset = GameModeAthena->GetOffset("SafeZonePhase");
|
||||
|
||||
static auto MapInfoOffset = GameState->GetOffset("MapInfo");
|
||||
auto MapInfo = GameState->Get<AActor*>(MapInfoOffset);
|
||||
|
||||
if (!MapInfo)
|
||||
{
|
||||
LOG_WARN(LogZone, "Invalid MapInfo!")
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
static auto SafeZoneDefinitionOffset = MapInfo->GetOffset("SafeZoneDefinition");
|
||||
auto SafeZoneDefinition = MapInfo->GetPtr<__int64>(SafeZoneDefinitionOffset);
|
||||
|
||||
LOG_INFO(LogDev, "SafeZoneDefinitionOffset: 0x{:x}", SafeZoneDefinitionOffset);
|
||||
|
||||
static auto ZoneHoldDurationsOffset = ZoneDurationsOffset - 0x10; // fr
|
||||
|
||||
auto& ZoneDurations = *(TArray<float>*)(__int64(SafeZoneDefinition) + ZoneDurationsOffset);
|
||||
auto& ZoneHoldDurations = *(TArray<float>*)(__int64(SafeZoneDefinition) + ZoneHoldDurationsOffset);
|
||||
|
||||
static bool bFilledDurations = false;
|
||||
|
||||
if (!bFilledDurations)
|
||||
{
|
||||
bFilledDurations = true;
|
||||
|
||||
auto CurrentPlaylist = GameState->GetCurrentPlaylist();
|
||||
UCurveTable* FortGameData = nullptr;
|
||||
|
||||
static auto GameDataOffset = CurrentPlaylist->GetOffset("GameData");
|
||||
FortGameData = CurrentPlaylist ? CurrentPlaylist->Get<TSoftObjectPtr<UCurveTable>>(GameDataOffset).Get() : nullptr;
|
||||
|
||||
if (!FortGameData)
|
||||
FortGameData = FindObject<UCurveTable>(L"/Game/Balance/AthenaGameData.AthenaGameData");
|
||||
|
||||
auto ShrinkTimeFName = UKismetStringLibrary::Conv_StringToName(L"Default.SafeZone.ShrinkTime");
|
||||
auto HoldTimeFName = UKismetStringLibrary::Conv_StringToName(L"Default.SafeZone.WaitTime");
|
||||
|
||||
for (int i = 0; i < ZoneDurations.Num(); i++)
|
||||
{
|
||||
ZoneDurations.at(i) = FortGameData->GetValueOfKey(FortGameData->GetKey(ShrinkTimeFName, i));
|
||||
}
|
||||
for (int i = 0; i < ZoneHoldDurations.Num(); i++)
|
||||
{
|
||||
ZoneHoldDurations.at(i) = FortGameData->GetValueOfKey(FortGameData->GetKey(HoldTimeFName, i));
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO(LogZone, "SafeZonePhase: {}", GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
LOG_INFO(LogZone, "OverridePhaseMaybeIDFK: {}", OverridePhaseMaybeIDFK);
|
||||
LOG_INFO(LogZone, "TimeSeconds: {}", UGameplayStatics::GetTimeSeconds(GetWorld()));
|
||||
|
||||
if (Globals::bLateGame.load())
|
||||
{
|
||||
GameModeAthena->Get<int>(GameMode_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
GameState->Get<int>(GameState_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
NewLateGameSafeZonePhase++;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
LOG_INFO(LogZone, "SafeZonePhase After: {}", GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
float ZoneHoldDuration = 0;
|
||||
|
||||
if (GameModeAthena->Get<int>(SafeZonePhaseOffset) >= 0 && GameModeAthena->Get<int>(SafeZonePhaseOffset) < ZoneHoldDurations.Num())
|
||||
ZoneHoldDuration = ZoneHoldDurations.at(GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
SafeZoneIndicator->Get<float>(SafeZoneStartShrinkTimeOffset) = GameState->GetServerWorldTimeSeconds() + ZoneHoldDuration;
|
||||
|
||||
float ZoneDuration = 0;
|
||||
|
||||
if (GameModeAthena->Get<int>(SafeZonePhaseOffset) >= 0 && GameModeAthena->Get<int>(SafeZonePhaseOffset) < ZoneDurations.Num())
|
||||
ZoneDuration = ZoneDurations.at(GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
LOG_INFO(LogZone, "ZoneDuration: {}", ZoneDuration);
|
||||
LOG_INFO(LogZone, "Duration: {}", SafeZoneIndicator->Get<float>(RadiusOffset));
|
||||
|
||||
SafeZoneIndicator->Get<float>(SafeZoneFinishShrinkTimeOffset) = SafeZoneIndicator->Get<float>(SafeZoneStartShrinkTimeOffset) + ZoneDuration;
|
||||
|
||||
if (NewLateGameSafeZonePhase == 3 || NewLateGameSafeZonePhase == 4)
|
||||
{
|
||||
if (SafeZoneIndicator)
|
||||
SafeZoneIndicator->SkipShrinkSafeZone();
|
||||
else
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
}
|
||||
}
|
||||
void SetZoneToIndexHook(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
|
||||
|
||||
static inline void ProcessEventHook(UObject* Object, UFunction* Function, void* Parameters)
|
||||
{
|
||||
|
||||
@@ -374,7 +374,6 @@ DWORD WINAPI Main(LPVOID)
|
||||
Offsets::Print();
|
||||
|
||||
Addresses::FindAll();
|
||||
// Addresses::Print();
|
||||
Addresses::Init();
|
||||
Addresses::Print();
|
||||
|
||||
@@ -387,7 +386,13 @@ DWORD WINAPI Main(LPVOID)
|
||||
#ifdef ABOVE_S20
|
||||
if (Fortnite_Version < 20)
|
||||
{
|
||||
MessageBoxA(0, "Please undefined ABOVE_S20", "Project Reboot 3.0", MB_ICONERROR);
|
||||
MessageBoxA(0, "Please undefine ABOVE_S20", "Project Reboot 3.0", MB_ICONERROR);
|
||||
return 0;
|
||||
}
|
||||
#else
|
||||
if (Fortnite_Version > 20)
|
||||
{
|
||||
MessageBoxA(0, "Please define ABOVE_S20", "Project Reboot 3.0", MB_ICONERROR);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
@@ -457,9 +462,6 @@ DWORD WINAPI Main(LPVOID)
|
||||
|
||||
Hooking::MinHook::Hook((PVOID)Addresses::ActorGetNetMode, (PVOID)GetNetModeHook2, nullptr);
|
||||
|
||||
// LOG_INFO(LogDev, "FindGIsServer: 0x{:x}", FindGIsServer() - __int64(GetModuleHandleW(0)));
|
||||
// LOG_INFO(LogDev, "FindGIsClient: 0x{:x}", FindGIsClient() - __int64(GetModuleHandleW(0)));
|
||||
|
||||
/*
|
||||
|
||||
Hooking::MinHook::Hook(FindObject<ABuildingFoundation>(L"/Script/FortniteGame.Default__BuildingFoundation"),
|
||||
@@ -587,11 +589,12 @@ DWORD WINAPI Main(LPVOID)
|
||||
{
|
||||
auto matchmaking = Memcury::Scanner::FindPattern("83 BD ? ? ? ? 01 7F 18 49 8D 4D D8 48 8B D6 E8 ? ? ? ? 48", false).Get();
|
||||
|
||||
matchmaking = matchmaking ? matchmaking : Memcury::Scanner::FindPattern("83 7D 88 01 7F 0D 48 8B CE E8", false).Get();
|
||||
if (!matchmaking)
|
||||
matchmaking = Memcury::Scanner::FindPattern("83 7D 88 01 7F 0D 48 8B CE E8", false).Get();
|
||||
// if (!matchmaking)
|
||||
// matchmaking = Memcury::Scanner::FindPattern("83 BD ? ? ? ? ? 7F 18 49 8D 4D D8 48 8B D7 E8").Get(); // 4.20
|
||||
|
||||
bool bMatchmakingSupported = false;
|
||||
|
||||
bMatchmakingSupported = matchmaking && Engine_Version >= 420;
|
||||
bool bMatchmakingSupported = matchmaking && Engine_Version >= 420;
|
||||
int idx = 0;
|
||||
|
||||
if (bMatchmakingSupported) // now check if it leads to the right place and where the jg is at
|
||||
@@ -605,7 +608,7 @@ DWORD WINAPI Main(LPVOID)
|
||||
|
||||
// std::cout << std::format("[{}] 0x{:x}\n", i, (int)*byte);
|
||||
|
||||
if (*byte == 0x7F)
|
||||
if (*byte == 0x7F) // jump if greater
|
||||
{
|
||||
bMatchmakingSupported = true;
|
||||
idx = i;
|
||||
@@ -626,7 +629,7 @@ DWORD WINAPI Main(LPVOID)
|
||||
|
||||
std::cout << "before byte: " << (int)*before << '\n';
|
||||
|
||||
*before = 0x74;
|
||||
*before = 0x74; // jump if zero
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Object.h"
|
||||
#include "reboot.h"
|
||||
#include "GameplayStatics.h"
|
||||
#include "FortPlaylist.h"
|
||||
#include "FortPlaylistAthena.h"
|
||||
|
||||
struct Event
|
||||
{
|
||||
@@ -450,12 +450,12 @@ static inline std::vector<Event> Events =
|
||||
)
|
||||
};
|
||||
|
||||
static inline UFortPlaylist* GetEventPlaylist()
|
||||
static inline UFortPlaylistAthena* GetEventPlaylist()
|
||||
{
|
||||
for (auto& CurrentEvent : Events)
|
||||
{
|
||||
if (CurrentEvent.Version == Fortnite_Version)
|
||||
return FindObject<UFortPlaylist>(CurrentEvent.PlaylistName, nullptr, ANY_PACKAGE);
|
||||
return FindObject<UFortPlaylistAthena>(CurrentEvent.PlaylistName, nullptr, ANY_PACKAGE);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
175
Project Reboot 3.0/extra.cpp
Normal file
175
Project Reboot 3.0/extra.cpp
Normal file
@@ -0,0 +1,175 @@
|
||||
#include "die.h"
|
||||
|
||||
#include "gui.h"
|
||||
|
||||
void SetZoneToIndexHook(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK)
|
||||
{
|
||||
static auto ZoneDurationsOffset = Fortnite_Version >= 15 && Fortnite_Version < 18 ? 0x258
|
||||
: std::floor(Fortnite_Version) >= 18 ? 0x248
|
||||
: 0x1F8; // S13-S14
|
||||
|
||||
static auto GameMode_SafeZonePhaseOffset = GameModeAthena->GetOffset("SafeZonePhase");
|
||||
auto GameState = Cast<AFortGameStateAthena>(GameModeAthena->GetGameState());
|
||||
|
||||
if (!GameState)
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
|
||||
auto SafeZoneIndicator = GameModeAthena->GetSafeZoneIndicator();
|
||||
|
||||
static auto GameState_SafeZonePhaseOffset = GameState->GetOffset("SafeZonePhase");
|
||||
|
||||
static int NewLateGameSafeZonePhase = 2;
|
||||
|
||||
LOG_INFO(LogDev, "NewLateGameSafeZonePhase: {}", NewLateGameSafeZonePhase);
|
||||
|
||||
static bool bReversing = false;
|
||||
|
||||
if (Fortnite_Version < 13)
|
||||
{
|
||||
if (Globals::bLateGame.load())
|
||||
{
|
||||
GameModeAthena->Get<int>(GameMode_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
GameState->Get<int>(GameState_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
|
||||
if (NewLateGameSafeZonePhase == 5)
|
||||
{
|
||||
bReversing = false;
|
||||
}
|
||||
|
||||
if (NewLateGameSafeZonePhase == 2 || NewLateGameSafeZonePhase == 3)
|
||||
{
|
||||
if (SafeZoneIndicator)
|
||||
SafeZoneIndicator->SkipShrinkSafeZone();
|
||||
else
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
}
|
||||
|
||||
if (NewLateGameSafeZonePhase >= 7) // This means instead of going to the 8th phase its gonna go down.
|
||||
{
|
||||
bReversing = true;
|
||||
}
|
||||
|
||||
if (bReversing && bEnableReverseZone) NewLateGameSafeZonePhase--;
|
||||
else NewLateGameSafeZonePhase++;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
if (!SafeZoneIndicator)
|
||||
{
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
static auto SafeZoneFinishShrinkTimeOffset = SafeZoneIndicator->GetOffset("SafeZoneFinishShrinkTime");
|
||||
static auto SafeZoneStartShrinkTimeOffset = SafeZoneIndicator->GetOffset("SafeZoneStartShrinkTime");
|
||||
static auto RadiusOffset = SafeZoneIndicator->GetOffset("Radius");
|
||||
|
||||
static auto SafeZonePhaseOffset = GameModeAthena->GetOffset("SafeZonePhase");
|
||||
|
||||
static auto MapInfoOffset = GameState->GetOffset("MapInfo");
|
||||
auto MapInfo = GameState->Get<AActor*>(MapInfoOffset);
|
||||
|
||||
if (!MapInfo)
|
||||
{
|
||||
LOG_WARN(LogZone, "Invalid MapInfo!")
|
||||
return SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
static auto SafeZoneDefinitionOffset = MapInfo->GetOffset("SafeZoneDefinition");
|
||||
auto SafeZoneDefinition = MapInfo->GetPtr<__int64>(SafeZoneDefinitionOffset);
|
||||
|
||||
LOG_INFO(LogDev, "SafeZoneDefinitionOffset: 0x{:x}", SafeZoneDefinitionOffset);
|
||||
|
||||
static auto ZoneHoldDurationsOffset = ZoneDurationsOffset - 0x10; // fr
|
||||
|
||||
auto& ZoneDurations = *(TArray<float>*)(__int64(SafeZoneDefinition) + ZoneDurationsOffset);
|
||||
auto& ZoneHoldDurations = *(TArray<float>*)(__int64(SafeZoneDefinition) + ZoneHoldDurationsOffset);
|
||||
|
||||
static bool bFilledDurations = false;
|
||||
|
||||
if (!bFilledDurations)
|
||||
{
|
||||
bFilledDurations = true;
|
||||
|
||||
auto CurrentPlaylist = GameState->GetCurrentPlaylist();
|
||||
UCurveTable* FortGameData = nullptr;
|
||||
|
||||
static auto GameDataOffset = CurrentPlaylist->GetOffset("GameData");
|
||||
FortGameData = CurrentPlaylist ? CurrentPlaylist->Get<TSoftObjectPtr<UCurveTable>>(GameDataOffset).Get() : nullptr;
|
||||
|
||||
if (!FortGameData)
|
||||
FortGameData = FindObject<UCurveTable>(L"/Game/Balance/AthenaGameData.AthenaGameData");
|
||||
|
||||
auto ShrinkTimeFName = UKismetStringLibrary::Conv_StringToName(L"Default.SafeZone.ShrinkTime");
|
||||
auto HoldTimeFName = UKismetStringLibrary::Conv_StringToName(L"Default.SafeZone.WaitTime");
|
||||
|
||||
for (int i = 0; i < ZoneDurations.Num(); i++)
|
||||
{
|
||||
ZoneDurations.at(i) = FortGameData->GetValueOfKey(FortGameData->GetKey(ShrinkTimeFName, i));
|
||||
}
|
||||
for (int i = 0; i < ZoneHoldDurations.Num(); i++)
|
||||
{
|
||||
ZoneHoldDurations.at(i) = FortGameData->GetValueOfKey(FortGameData->GetKey(HoldTimeFName, i));
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO(LogZone, "SafeZonePhase: {}", GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
LOG_INFO(LogZone, "OverridePhaseMaybeIDFK: {}", OverridePhaseMaybeIDFK);
|
||||
LOG_INFO(LogZone, "TimeSeconds: {}", UGameplayStatics::GetTimeSeconds(GetWorld()));
|
||||
|
||||
if (Globals::bLateGame.load())
|
||||
{
|
||||
GameModeAthena->Get<int>(GameMode_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
GameState->Get<int>(GameState_SafeZonePhaseOffset) = NewLateGameSafeZonePhase;
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
|
||||
if (NewLateGameSafeZonePhase == 5)
|
||||
{
|
||||
bReversing = false;
|
||||
}
|
||||
|
||||
if (NewLateGameSafeZonePhase >= 7) // This means instead of going to the 8th phase its gonna go down.
|
||||
{
|
||||
bReversing = true;
|
||||
}
|
||||
|
||||
if (bReversing && bEnableReverseZone) NewLateGameSafeZonePhase--;
|
||||
else NewLateGameSafeZonePhase++;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetZoneToIndexOriginal(GameModeAthena, OverridePhaseMaybeIDFK);
|
||||
}
|
||||
|
||||
LOG_INFO(LogZone, "SafeZonePhase After: {}", GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
float ZoneHoldDuration = 0;
|
||||
|
||||
if (GameModeAthena->Get<int>(SafeZonePhaseOffset) >= 0 && GameModeAthena->Get<int>(SafeZonePhaseOffset) < ZoneHoldDurations.Num())
|
||||
ZoneHoldDuration = ZoneHoldDurations.at(GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
SafeZoneIndicator->Get<float>(SafeZoneStartShrinkTimeOffset) = GameState->GetServerWorldTimeSeconds() + ZoneHoldDuration;
|
||||
|
||||
float ZoneDuration = 0;
|
||||
|
||||
if (GameModeAthena->Get<int>(SafeZonePhaseOffset) >= 0 && GameModeAthena->Get<int>(SafeZonePhaseOffset) < ZoneDurations.Num())
|
||||
ZoneDuration = ZoneDurations.at(GameModeAthena->Get<int>(SafeZonePhaseOffset));
|
||||
|
||||
LOG_INFO(LogZone, "ZoneDuration: {}", ZoneDuration);
|
||||
LOG_INFO(LogZone, "Duration: {}", SafeZoneIndicator->Get<float>(RadiusOffset));
|
||||
|
||||
SafeZoneIndicator->Get<float>(SafeZoneFinishShrinkTimeOffset) = SafeZoneIndicator->Get<float>(SafeZoneStartShrinkTimeOffset) + ZoneDuration;
|
||||
|
||||
if (NewLateGameSafeZonePhase == 3 || NewLateGameSafeZonePhase == 4)
|
||||
{
|
||||
if (SafeZoneIndicator)
|
||||
SafeZoneIndicator->SkipShrinkSafeZone();
|
||||
else
|
||||
LOG_WARN(LogZone, "Invalid SafeZoneIndicator!");
|
||||
}
|
||||
}
|
||||
@@ -867,6 +867,8 @@ static inline uint64 FindSetZoneToIndex() // actually StartNewSafeZonePhase
|
||||
return Memcury::Scanner::FindPattern("E8 ? ? ? ? EB 31 80 B9 ? ? ? ? ?").RelativeOffset(1).Get(); // 3.5
|
||||
if (Engine_Version == 422)
|
||||
return Memcury::Scanner::FindPattern("E9 ? ? ? ? 48 8B C1 40 38 B9").RelativeOffset(1).Get(); // 7.40
|
||||
if (Engine_Version == 423)
|
||||
return Memcury::Scanner::FindPattern("89 54 24 10 48 89 4C 24 ? 53 56 57 41 56 41 57 48 81 EC ? ? ? ? 4C 8B B9").Get(); // 8.51
|
||||
|
||||
auto Addr = Memcury::Scanner::FindStringRef(L"FortGameModeAthena: No MegaStorm on SafeZone[%d]. GridCellThickness is less than 1.0.", true, 0, Engine_Version >= 427).Get();
|
||||
// return FindBytes(Addr, { 0x40, 0x55 }, 30000, 0, true);
|
||||
|
||||
@@ -63,6 +63,7 @@
|
||||
#define LOADOUT_PLAYERTAB 4
|
||||
#define FUN_PLAYERTAB 5
|
||||
|
||||
extern inline bool bEnableReverseZone = false;
|
||||
extern inline int AmountOfPlayersWhenBusStart = 0;
|
||||
extern inline bool bHandleDeath = true;
|
||||
extern inline bool bUseCustomMap = false;
|
||||
@@ -700,23 +701,6 @@ static inline void MainUI()
|
||||
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(), cmd, nullptr);
|
||||
}
|
||||
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
|
||||
if (GameState)
|
||||
{
|
||||
static auto DefaultGliderRedeployCanRedeployOffset = FindOffsetStruct("/Script/FortniteGame.FortGameStateAthena", "DefaultGliderRedeployCanRedeploy", false);
|
||||
|
||||
if (DefaultGliderRedeployCanRedeployOffset != -1)
|
||||
{
|
||||
bool EnableGliderRedeploy = (bool)GameState->Get<float>(DefaultGliderRedeployCanRedeployOffset);
|
||||
|
||||
if (ImGui::Checkbox("Enable Glider Redeploy", &EnableGliderRedeploy))
|
||||
{
|
||||
GameState->Get<float>(DefaultGliderRedeployCanRedeployOffset) = EnableGliderRedeploy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* if (ImGui::Button("Spawn BGAs"))
|
||||
{
|
||||
SpawnBGAs();
|
||||
@@ -1119,10 +1103,45 @@ static inline void MainUI()
|
||||
LOG_WARN(LogUI, "Invalid Item Definition!");
|
||||
}
|
||||
}
|
||||
|
||||
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
|
||||
|
||||
if (GameState)
|
||||
{
|
||||
static auto DefaultGliderRedeployCanRedeployOffset = FindOffsetStruct("/Script/FortniteGame.FortGameStateAthena", "DefaultGliderRedeployCanRedeploy", false);
|
||||
static auto DefaultParachuteDeployTraceForGroundDistanceOffset = GameState->GetOffset("DefaultParachuteDeployTraceForGroundDistance", false);
|
||||
|
||||
if (DefaultParachuteDeployTraceForGroundDistanceOffset != -1)
|
||||
{
|
||||
ImGui::InputFloat("Automatic Parachute Pullout Distance", GameState->GetPtr<float>(DefaultParachuteDeployTraceForGroundDistanceOffset));
|
||||
}
|
||||
|
||||
if (DefaultGliderRedeployCanRedeployOffset != -1)
|
||||
{
|
||||
bool EnableGliderRedeploy = (bool)GameState->Get<float>(DefaultGliderRedeployCanRedeployOffset);
|
||||
|
||||
if (ImGui::Checkbox("Enable Glider Redeploy", &EnableGliderRedeploy))
|
||||
{
|
||||
GameState->Get<float>(DefaultGliderRedeployCanRedeployOffset) = EnableGliderRedeploy;
|
||||
}
|
||||
}
|
||||
|
||||
GET_PLAYLIST(GameState);
|
||||
|
||||
if (CurrentPlaylist)
|
||||
{
|
||||
bool bRespawning = CurrentPlaylist->GetRespawnType() == EAthenaRespawnType::InfiniteRespawn || CurrentPlaylist->GetRespawnType() == EAthenaRespawnType::InfiniteRespawnExceptStorm;
|
||||
|
||||
if (ImGui::Checkbox("Respawning", &bRespawning))
|
||||
{
|
||||
CurrentPlaylist->GetRespawnType() = (EAthenaRespawnType)bRespawning;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Tab == LATEGAME_TAB)
|
||||
{
|
||||
|
||||
ImGui::Checkbox("Enable Reverse Zone (EXPERIMENTAL)", &bEnableReverseZone);
|
||||
}
|
||||
else if (Tab == DEVELOPER_TAB)
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#include "json.hpp"
|
||||
|
||||
bool IsBanned(APlayerController* PlayerController)
|
||||
inline bool IsBanned(APlayerController* PlayerController)
|
||||
{
|
||||
std::ifstream input_file(("banned-ips.json"));
|
||||
std::string line;
|
||||
@@ -33,13 +33,13 @@ bool IsBanned(APlayerController* PlayerController)
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string GetFilePath()
|
||||
inline std::string GetFilePath()
|
||||
{
|
||||
std::string str = "banned-ips.json";
|
||||
return str;
|
||||
}
|
||||
|
||||
void Ban(APlayerController* PlayerController, const std::string& Name = "")
|
||||
inline void Ban(APlayerController* PlayerController, const std::string& Name = "")
|
||||
{
|
||||
std::ofstream stream(("banned-ips.json"), std::ios::app);
|
||||
|
||||
@@ -62,7 +62,7 @@ void Ban(APlayerController* PlayerController, const std::string& Name = "")
|
||||
// KickPlayer(PlayerController, L"You have been banned!");
|
||||
}
|
||||
|
||||
void Unban(APlayerController* PlayerController)
|
||||
inline void Unban(APlayerController* PlayerController)
|
||||
{
|
||||
std::ifstream input_file(("banned-ips.json"));
|
||||
|
||||
@@ -101,7 +101,7 @@ void Unban(APlayerController* PlayerController)
|
||||
// return ipToRemove != 1;
|
||||
}
|
||||
|
||||
void Op(APlayerController* PlayerController)
|
||||
inline void Op(APlayerController* PlayerController)
|
||||
{
|
||||
std::ofstream stream(("op-ips.json"), std::ios::app);
|
||||
|
||||
@@ -123,7 +123,7 @@ void Op(APlayerController* PlayerController)
|
||||
}
|
||||
|
||||
|
||||
void Deop(APlayerController* PlayerController)
|
||||
inline void Deop(APlayerController* PlayerController)
|
||||
{
|
||||
std::ifstream input_file(("op-ips.json"));
|
||||
|
||||
@@ -163,7 +163,7 @@ void Deop(APlayerController* PlayerController)
|
||||
}
|
||||
|
||||
|
||||
bool IsOp(APlayerController* PlayerController)
|
||||
inline bool IsOp(APlayerController* PlayerController)
|
||||
{
|
||||
std::ifstream input_file(("op-ips.json"));
|
||||
std::string line;
|
||||
|
||||
@@ -72,7 +72,7 @@ void ObjectViewer::DumpContentsToFile(UObject* Object, const std::string& FileNa
|
||||
auto PropertyClass = *(UClass**)(__int64(Property) + Offsets::PropertyClass);
|
||||
|
||||
if (PropertyClass->IsValidLowLevel())
|
||||
log(std::format("{} Object: {}\n", PropertyName, PropertyClass->GetPathName()));
|
||||
log(std::format("{} Object: {}\n", PropertyName, PropertyClass->GetFullName()));
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user