cheat spawnpickup, teams on >s4, bga spawning, gameplayeffects apply from abilityset
This commit is contained in:
Milxnor
2023-04-08 00:35:54 -04:00
parent 636a084bcb
commit 5f5d7fb649
27 changed files with 712 additions and 125 deletions

View File

@@ -17,6 +17,18 @@ using FGameplayEventData = PadHexB0;
using FPredictionKey = __int64;
// using FGameplayEventData = __int64;
struct FGameplayEffectContextHandle
{
unsigned char UnknownData00[0x18]; // 0x0000(0x0018) MISSED OFFSET
};
struct FActiveGameplayEffectHandle
{
int Handle; // 0x0000(0x0004) (ZeroConstructor, IsPlainOldData)
bool bPassedFiltersAndWasExecuted; // 0x0004(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x0005(0x0003) MISSED OFFSET
};
class UAbilitySystemComponent : public UObject
{
public:
@@ -32,9 +44,17 @@ public:
this->ProcessEvent(fn, &UAbilitySystemComponent_ClientActivateAbilityFailed_Params);
}
TArray<UObject*>& GetSpawnedAttributes()
{
static auto SpawnedAttributesOffset = GetOffset("SpawnedAttributes");
return Get<TArray<UObject*>>(SpawnedAttributesOffset);
}
FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext);
// FGameplayEffectContextHandle MakeEffectContext();
void RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator);
void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey);
FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass);
FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject = nullptr);
FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);