fix some levels not streaming in, add unvaulting & showdown event (unvaulting levels after event don't really work), fixed some crashes.
This commit is contained in:
Milxnor
2023-04-21 10:59:04 -04:00
parent 5b930c7328
commit 4ad4e9cf14
20 changed files with 566 additions and 300 deletions

View File

@@ -6,23 +6,7 @@
#include "KismetStringLibrary.h"
#include "reboot.h"
#include "BuildingSMActor.h"
enum class EDynamicFoundationEnabledState : uint8_t
{
Unknown = 0,
Enabled = 1,
Disabled = 2,
EDynamicFoundationEnabledState_MAX = 3
};
enum class EDynamicFoundationType : uint8_t
{
Static = 0,
StartEnabled_Stationary = 1,
StartEnabled_Dynamic = 2,
StartDisabled = 3,
EDynamicFoundationType_MAX = 4
};
#include "GameplayStatics.h"
struct FAircraftFlightInfo
{
@@ -56,7 +40,7 @@ struct FAircraftFlightInfo
}
};
static void ShowFoundation(UObject* BuildingFoundation)
static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
{
if (!BuildingFoundation)
{
@@ -64,12 +48,28 @@ static void ShowFoundation(UObject* BuildingFoundation)
return;
}
bool bServerStreamedInLevelValue = bShow; // ??
static auto bServerStreamedInLevelFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bServerStreamedInLevel"));
static auto bServerStreamedInLevelOffset = BuildingFoundation->GetOffset("bServerStreamedInLevel");
BuildingFoundation->SetBitfieldValue(bServerStreamedInLevelOffset, bServerStreamedInLevelFieldMask, true);
BuildingFoundation->SetBitfieldValue(bServerStreamedInLevelOffset, bServerStreamedInLevelFieldMask, bServerStreamedInLevelValue);
static auto bFoundationEnabledOffset = BuildingFoundation->GetOffset("bFoundationEnabled", false);
if (bFoundationEnabledOffset != -1)
{
static auto bFoundationEnabledFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bFoundationEnabled"));
BuildingFoundation->SetBitfieldValue(bFoundationEnabledOffset, bFoundationEnabledFieldMask, bShow);
// theres a onrep too
}
static auto StartDisabled = 3;
static auto StartEnabled_Dynamic = 2;
static auto Static = 0;
static auto DynamicFoundationTypeOffset = BuildingFoundation->GetOffset("DynamicFoundationType");
BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = true ? 0 : 3;
BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = bShow ? Static : StartDisabled;
static auto bShowHLODWhenDisabledOffset = BuildingFoundation->GetOffset("bShowHLODWhenDisabled", false);
@@ -84,13 +84,33 @@ static void ShowFoundation(UObject* BuildingFoundation)
static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
static auto Enabled = 1;
static auto Disabled = 2;
static auto DynamicFoundationTransformOffset = BuildingFoundation->GetOffset("DynamicFoundationTransform", false);
if (DynamicFoundationTransformOffset != -1) // needed check?
{
auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
DynamicFoundationTransform->Rotation = BuildingFoundation->GetActorRotation().Quaternion();
DynamicFoundationTransform->Translation = BuildingFoundation->GetActorLocation();
DynamicFoundationTransform->Scale3D = BuildingFoundation->GetActorScale3D();
}
if (DynamicFoundationRepDataOffset != -1)
{
auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
static auto RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
*(EDynamicFoundationEnabledState*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
// hmm
*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingFoundation->GetActorRotation();
*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = BuildingFoundation->GetActorLocation();
static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
@@ -99,7 +119,19 @@ static void ShowFoundation(UObject* BuildingFoundation)
static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState", false);
if (FoundationEnabledStateOffset != -1)
BuildingFoundation->Get<EDynamicFoundationEnabledState>(FoundationEnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) = bShow ? Enabled : Disabled;
static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
auto& LevelToStream = BuildingFoundation->Get<FName>(LevelToStreamOffset);
/* if (bShow)
{
UGameplayStatics::LoadStreamLevel(GetWorld(), LevelToStream, true, false, FLatentActionInfo());
}
else
{
UGameplayStatics::UnloadStreamLevel(GetWorld(), LevelToStream, FLatentActionInfo(), false);
} */
}
static void StreamLevel(const std::string& LevelName, FVector Location = {})