mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
squad comms
squad comms, ltms now work less (this will return better in a later update), performance, fixed some versions, fixed vulnerabilities
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@@ -47,16 +47,11 @@ static void SetFoundationTransform(AActor* BuildingFoundation, const FTransform&
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{
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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static auto Enabled = 1;
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static auto Disabled = 2;
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static auto DynamicFoundationTransformOffset = BuildingFoundation->GetOffset("DynamicFoundationTransform", false);
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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*DynamicFoundationTransform = Transform;
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*BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset) = Transform;
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}
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if (DynamicFoundationRepDataOffset != -1)
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@@ -70,11 +65,15 @@ static void SetFoundationTransform(AActor* BuildingFoundation, const FTransform&
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation.Rotator();
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if (Fortnite_Version >= 13)
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation.Rotator();
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else
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*(FQuat*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation;
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = DynamicFoundationTransform->Translation;
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}
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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}
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@@ -136,32 +135,16 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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static auto Enabled = 1;
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static auto Disabled = 2;
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if (DynamicFoundationRepDataOffset != -1)
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{
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auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
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static auto RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
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static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
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static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
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*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState", false);
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LOG_INFO(LogDev, "BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) Prev: {}", (int)BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset));
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if (FoundationEnabledStateOffset != -1)
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BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) = bShow ? Enabled : Disabled;
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// SetFoundationTransform(BuildingFoundation, BuildingFoundation->GetTransform()); // idk
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static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
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auto& LevelToStream = BuildingFoundation->Get<FName>(LevelToStreamOffset);
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@@ -174,7 +157,40 @@ static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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UGameplayStatics::UnloadStreamLevel(GetWorld(), LevelToStream, FLatentActionInfo(), false);
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} */
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// real
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static auto OnRep_LevelToStreamFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
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BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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if (DynamicFoundationRepDataOffset != -1)
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{
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auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
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static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
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*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
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if (false)
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{
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static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
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static auto RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = BuildingFoundation->GetActorLocation();
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const FRotator BuildingRotation = BuildingFoundation->GetActorRotation();
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if (Fortnite_Version >= 13)
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingRotation;
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else
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*(FQuat*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingRotation.Quaternion();
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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else
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{
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SetFoundationTransform(BuildingFoundation, BuildingFoundation->GetTransform());
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}
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}
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BuildingFoundation->FlushNetDormancy();
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BuildingFoundation->ForceNetUpdate();
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