fix 1.11 replication, fix some ltm specific stuff, start on shadow stones, fix some events not having foundations, fix s4-s6 gadgets, fix clear inventory on some versions
This commit is contained in:
Milxnor
2023-04-22 23:52:20 -04:00
parent 769dfa08ef
commit 5da8485485
57 changed files with 1869 additions and 888 deletions

View File

@@ -9,6 +9,72 @@
#include "FortAthenaMutator_GiveItemsAtGamePhaseStep.h"
#include "DataTableFunctionLibrary.h"
void AFortPlayerControllerAthena::StartGhostModeHook(UObject* Context, FFrame* Stack, void* Ret)
{
LOG_INFO(LogDev, __FUNCTION__);
auto Controller = (AFortPlayerControllerAthena*)Context;
UFortWorldItemDefinition* ItemProvidingGhostMode = nullptr;
Stack->StepCompiledIn(&ItemProvidingGhostMode);
if (!ItemProvidingGhostMode)
return StartGhostModeOriginal(Context, Stack, Ret);
// if (!Controller->HasAuthority) return StartGhostModeOriginal(Context, Stack, Ret);
// if (Controller->GhostModeRepData.bInGhostMode) return StartGhostModeOriginal(Context, Stack, Ret);
auto WorldInventory = Controller->GetWorldInventory();
if (!WorldInventory)
return StartGhostModeOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
auto NewAndModifiedInstances = WorldInventory->AddItem(ItemProvidingGhostMode, &bShouldUpdate, 1);
auto GhostModeItemInstance = NewAndModifiedInstances.first[0];
if (!GhostModeItemInstance)
return StartGhostModeOriginal(Context, Stack, Ret);
if (bShouldUpdate)
WorldInventory->Update();
Controller->ServerExecuteInventoryItemHook(Controller, GhostModeItemInstance->GetItemEntry()->GetItemGuid());
return StartGhostModeOriginal(Context, Stack, Ret);
}
void AFortPlayerControllerAthena::EndGhostModeHook(AFortPlayerControllerAthena* PlayerController)
{
// I believe there are a lot of other places we should remove it (go to XREFs of K2_RemoveItemFromPlayer on a version like 6.21, and there will be something checking ghost stuff).
LOG_INFO(LogDev, __FUNCTION__);
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return EndGhostModeOriginal(PlayerController);
auto GhostModeRepData = PlayerController->GetGhostModeRepData();
auto GhostModeItemDef = GhostModeRepData->GetGhostModeItemDef();
auto GhostModeItemInstance = WorldInventory->FindItemInstance(GhostModeItemDef);
if (GhostModeItemInstance)
{
bool bShouldUpdate = false;
int Count = 1; // GhostModeItemInstance->GetItemEntry()->GetCount()
WorldInventory->RemoveItem(GhostModeItemInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, Count);
if (bShouldUpdate)
WorldInventory->Update();
}
return EndGhostModeOriginal(PlayerController);
}
void AFortPlayerControllerAthena::EnterAircraftHook(UObject* PC, AActor* Aircraft)
{
auto PlayerController = Cast<AFortPlayerController>(Engine_Version < 424 ? PC : ((UActorComponent*)PC)->GetOwner());
@@ -16,7 +82,7 @@ void AFortPlayerControllerAthena::EnterAircraftHook(UObject* PC, AActor* Aircraf
if (!PlayerController)
return;
LOG_INFO(LogDev, "EnterAircraftHook");
// LOG_INFO(LogDev, "EnterAircraftHook");
EnterAircraftOriginal(PC, Aircraft);
@@ -55,36 +121,49 @@ void AFortPlayerControllerAthena::EnterAircraftHook(UObject* PC, AActor* Aircraf
static auto mutatorClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaMutator");
auto AllMutators = UGameplayStatics::GetAllActorsOfClass(GetWorld(), mutatorClass);
std::vector<std::pair<AFortAthenaMutator*, UFunction*>> FunctionsToCall;
for (int i = 0; i < AllMutators.Num(); i++)
{
auto Mutator = AllMutators.at(i);
auto Mutator = (AFortAthenaMutator*)AllMutators.at(i);
LOG_INFO(LogDev, "[{}] Mutator: {}", i, Mutator->GetFullName());
FunctionsToCall.push_back(std::make_pair(Mutator, Mutator->FindFunction("OnGamePhaseStepChanged")));
if (auto GiveItemsAtGamePhaseStepMutator = Cast<AFortAthenaMutator_GiveItemsAtGamePhaseStep>(Mutator))
{
auto PhaseToGive = GiveItemsAtGamePhaseStepMutator->GetPhaseToGiveItems();
LOG_INFO(LogDev, "[{}] PhaseToGiveItems: {}", i, (int)PhaseToGive);
auto& ItemsToGive = GiveItemsAtGamePhaseStepMutator->GetItemsToGive();
LOG_INFO(LogDev, "[{}] ItemsToGive.Num(): {}", i, ItemsToGive.Num());
LOG_INFO(LogDev, "[{}] PhaseToGiveItems: {} ItemsToGive.Num(): {}", i, (int)PhaseToGive, ItemsToGive.Num());
if (PhaseToGive <= 5) // Flying or lower
{
for (int j = 0; j < ItemsToGive.Num(); j++)
{
auto& ItemToGive = ItemsToGive.at(j);
auto ItemToGive = ItemsToGive.AtPtr(j, FItemsToGive::GetStructSize());
if (!ItemToGive->GetItemToDrop())
continue;
float Out = 1;
FString ContextString;
EEvaluateCurveTableResult result;
// UDataTableFunctionLibrary::EvaluateCurveTableRow(ItemToGive.NumberToGive.GetCurve().CurveTable, ItemToGive.NumberToGive.GetCurve().RowName, 0.f, ContextString, &result, &Out);
float Out2 = 0;
LOG_INFO(LogDev, "Out: {}", Out);
if (!IsBadReadPtr(ItemToGive->GetNumberToGive().GetCurve().CurveTable, 8) && ItemToGive->GetNumberToGive().GetCurve().RowName.IsValid())
{
UDataTableFunctionLibrary::EvaluateCurveTableRow(ItemToGive->GetNumberToGive().GetCurve().CurveTable, ItemToGive->GetNumberToGive().GetCurve().RowName,
0.f, ContextString, &result, &Out2);
}
WorldInventory->AddItem(ItemToGive.ItemToDrop, nullptr, Out);
LOG_INFO(LogDev, "[{}] [{}] Out: {} Out2: {} ItemToGive.ItemToDrop: {}", i, j, Out, Out2, ItemToGive->GetItemToDrop()->IsValidLowLevel() ? ItemToGive->GetItemToDrop()->GetFullName() : "BadRead");
if (!Out2)
continue;
WorldInventory->AddItem(ItemToGive->GetItemToDrop(), nullptr, Out2);
}
}
}
@@ -101,7 +180,43 @@ void AFortPlayerControllerAthena::EnterAircraftHook(UObject* PC, AActor* Aircraf
} */
}
static int LastNum1 = 3125;
if (LastNum1 != Globals::AmountOfListens)
{
LastNum1 = Globals::AmountOfListens;
for (auto& FunctionToCallPair : FunctionsToCall)
{
// On newer versions there is a second param.
LOG_INFO(LogDev, "FunctionToCallPair.second: {}", __int64(FunctionToCallPair.second));
if (FunctionToCallPair.second)
{
{
// mem leak btw
auto a = ConstructOnGamePhaseStepChangedParams(EAthenaGamePhaseStep::GetReady);
if (a)
{
FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, a);
FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, ConstructOnGamePhaseStepChangedParams(EAthenaGamePhaseStep::BusLocked));
FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, ConstructOnGamePhaseStepChangedParams(EAthenaGamePhaseStep::BusFlying));
}
// FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, &StormFormingGamePhaseStep);
// FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, &StormHoldingGamePhaseStep);
// FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, &StormShrinkingGamePhaseStep);
}
}
}
}
WorldInventory->Update();
// Should we equip the pickaxe for older builds here?
}
void AFortPlayerControllerAthena::ServerRequestSeatChangeHook(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex)