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:
Milxnor
2023-06-23 15:00:53 -04:00
parent a85d1942b6
commit 0ca1350d92
19 changed files with 1264 additions and 1050 deletions

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@@ -197,6 +197,12 @@ void UAbilitySystemComponent::InternalServerTryActivateAbilityHook(UAbilitySyste
FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject, bool bDoNotRegive)
{
if (!AbilityClass)
{
LOG_WARN(LogAbilities, "Invalid AbilityClass passed into GiveAbilityEasy!");
return FGameplayAbilitySpecHandle();
}
// LOG_INFO(LogDev, "Making spec!");
auto DefaultAbility = AbilityClass->CreateDefaultObject();

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@@ -55,7 +55,7 @@ struct FVehicleClassDetails
{
static UStruct* GetStruct()
{
static auto Struct = FindObject<UStruct>("/Script/FortniteGame.VehicleClassDetails");
static auto Struct = FindObject<UStruct>(L"/Script/FortniteGame.VehicleClassDetails");
return Struct;
}

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@@ -24,6 +24,7 @@
#include "vehicles.h"
#include "globals.h"
#include "events.h"
#include "FortPlaylistAthena.h"
#include "reboot.h"
#include "ai.h"
#include "Map.h"
@@ -35,11 +36,11 @@
#include "gui.h"
#include <random>
static UFortPlaylist* GetPlaylistToUse()
static UFortPlaylistAthena* GetPlaylistToUse()
{
// LOG_DEBUG(LogDev, "PlaylistName: {}", PlaylistName);
auto Playlist = FindObject<UFortPlaylist>(PlaylistName);
auto Playlist = FindObject<UFortPlaylistAthena>(PlaylistName);
if (Globals::bGoingToPlayEvent)
{
@@ -62,7 +63,7 @@ static UFortPlaylist* GetPlaylistToUse()
// SET OVERRIDE PLAYLIST DOWN HERE
if (Globals::bCreative)
Playlist = FindObject<UFortPlaylist>(L"/Game/Athena/Playlists/Creative/Playlist_PlaygroundV2.Playlist_PlaygroundV2");
Playlist = FindObject<UFortPlaylistAthena>(L"/Game/Athena/Playlists/Creative/Playlist_PlaygroundV2.Playlist_PlaygroundV2");
return Playlist;
}
@@ -922,6 +923,10 @@ bool AFortGameModeAthena::Athena_ReadyToStartMatchHook(AFortGameModeAthena* Game
int AFortGameModeAthena::Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller)
{
#if 0
static int bruh = 3;
return bruh++;
#endif
bool bIsBot = false;
auto PlayerState = ((APlayerController*)Controller)->GetPlayerState();

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@@ -152,20 +152,20 @@ TScriptInterface<UFortSafeZoneInterface> AFortGameStateAthena::GetSafeZoneInterf
return ScriptInterface;
}
UFortPlaylist*& AFortGameStateAthena::GetCurrentPlaylist()
UFortPlaylistAthena*& AFortGameStateAthena::GetCurrentPlaylist()
{
static auto CurrentPlaylistInfoOffset = GetOffset("CurrentPlaylistInfo", false);
if (CurrentPlaylistInfoOffset == -1)
{
static auto CurrentPlaylistDataOffset = GetOffset("CurrentPlaylistData");
return Get<UFortPlaylist*>(CurrentPlaylistDataOffset);
return (Get<UFortPlaylistAthena*>(CurrentPlaylistDataOffset));
}
auto CurrentPlaylistInfo = this->GetPtr<FFastArraySerializer>(CurrentPlaylistInfoOffset);
static auto BasePlaylistOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "BasePlaylist");
return *(UFortPlaylist**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset);
return (*(UFortPlaylistAthena**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset));
}
int AFortGameStateAthena::GetAircraftIndex(AFortPlayerState* PlayerState)

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@@ -2,7 +2,7 @@
#include "GameState.h"
#include "FortPlayerStateAthena.h"
#include "FortPlaylist.h"
#include "FortPlaylistAthena.h"
#include "BuildingStructuralSupportSystem.h"
#include "ScriptInterface.h"
#include "Interface.h"
@@ -149,7 +149,7 @@ public:
return Get<EAthenaGamePhaseStep>(GamePhaseStepOffset);
}
UFortPlaylist*& GetCurrentPlaylist();
UFortPlaylistAthena*& GetCurrentPlaylist();
TScriptInterface<UFortSafeZoneInterface> GetSafeZoneInterface();
void AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState);

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@@ -699,6 +699,7 @@ void AFortPlayerController::ServerAttemptAircraftJumpHook(AFortPlayerController*
{
static auto StormEffectClass = FindObject<UClass>(L"/Game/Athena/SafeZone/GE_OutsideSafeZoneDamage.GE_OutsideSafeZoneDamage_C");
auto PlayerState = PlayerController->GetPlayerStateAthena();
PlayerState->GetAbilitySystemComponent()->RemoveActiveGameplayEffectBySourceEffect(StormEffectClass, 1, PlayerState->GetAbilitySystemComponent());
}
@@ -1324,6 +1325,10 @@ void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerCo
int MaxHealth = 100;
int MaxShield = 100;
int AmountGiven = 0;
/*
int ShieldGiven = 0;
int HealthGiven = 0;
*/
if ((MaxHealth - Health) > 0)
{
@@ -1343,6 +1348,11 @@ void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerCo
AmountGiven += AmountToGive;
}
}
if (AmountGiven > 0)
{
}
}
}
}

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@@ -0,0 +1,27 @@
#pragma once
#include "FortPlaylist.h"
enum class EAthenaRespawnType : uint8_t
{
None = 0,
InfiniteRespawn = 1,
InfiniteRespawnExceptStorm = 2,
EAthenaRespawnType_MAX = 3
};
class UFortPlaylistAthena : public UFortPlaylist
{
public:
EAthenaRespawnType& GetRespawnType()
{
static auto RespawnTypeOffset = GetOffset("RespawnType");
return Get<EAthenaRespawnType>(RespawnTypeOffset);
}
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortPlaylistAthena");
return Class;
}
};

View File

@@ -189,9 +189,11 @@
<ClCompile Include="calendar.h" />
<ClCompile Include="CheatManager.cpp" />
<ClCompile Include="Class.cpp" />
<ClCompile Include="commands.cpp" />
<ClCompile Include="Controller.cpp" />
<ClCompile Include="DataChannel.cpp" />
<ClCompile Include="DataTableFunctionLibrary.cpp" />
<ClCompile Include="extra.cpp" />
<ClCompile Include="dllmain.cpp" />
<ClCompile Include="EngineTypes.cpp" />
<ClCompile Include="finder.cpp" />
@@ -376,6 +378,7 @@
<ClInclude Include="FortPlayerState.h" />
<ClInclude Include="FortPlayerStateAthena.h" />
<ClInclude Include="FortPlaylist.h" />
<ClInclude Include="FortPlaylistAthena.h" />
<ClInclude Include="FortPlaysetItemDefinition.h" />
<ClInclude Include="FortQuickBars.h" />
<ClInclude Include="FortResourceItemDefinition.h" />

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@@ -298,6 +298,12 @@
<ClCompile Include="objectviewer.cpp">
<Filter>Reboot\Private</Filter>
</ClCompile>
<ClCompile Include="commands.cpp">
<Filter>Reboot\Private</Filter>
</ClCompile>
<ClCompile Include="extra.cpp">
<Filter>Reboot\Private</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="log.h" />
@@ -951,6 +957,9 @@
<ClInclude Include="AthenaPlayerMatchReport.h">
<Filter>FortniteGame\Source\FortniteGame\Public\Stats</Filter>
</ClInclude>
<ClInclude Include="FortPlaylistAthena.h">
<Filter>FortniteGame\Source\FortniteGame\Public</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Engine">

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@@ -0,0 +1,952 @@
#include "commands.h"
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>(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);
}
}

View File

@@ -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);

View File

@@ -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)
{

View File

@@ -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
}
}

View File

@@ -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;

View 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!");
}
}

View File

@@ -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);

View File

@@ -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)
{

View File

@@ -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;

View File

@@ -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()));
}
/*