#include "FortPlayerController.h" #include "Rotator.h" #include "BuildingSMActor.h" #include "FortGameModeAthena.h" #include "FortPlayerState.h" #include "BuildingWeapons.h" #include "ActorComponent.h" #include "FortPlayerStateAthena.h" #include "globals.h" #include "FortPlayerControllerAthena.h" #include "BuildingContainer.h" #include "FortLootPackage.h" #include "FortPickup.h" #include "FortPlayerPawn.h" #include void AFortPlayerController::ClientReportDamagedResourceBuilding(ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot) { static auto fn = FindObject(L"/Script/FortniteGame.FortPlayerController.ClientReportDamagedResourceBuilding"); struct { ABuildingSMActor* BuildingSMActor; EFortResourceType PotentialResourceType; int PotentialResourceCount; bool bDestroyed; bool bJustHitWeakspot; } AFortPlayerController_ClientReportDamagedResourceBuilding_Params{BuildingSMActor, PotentialResourceType, PotentialResourceCount, bDestroyed, bJustHitWeakspot}; this->ProcessEvent(fn, &AFortPlayerController_ClientReportDamagedResourceBuilding_Params); } void AFortPlayerController::ServerExecuteInventoryItemHook(AFortPlayerController* PlayerController, FGuid ItemGuid) { auto ItemInstance = PlayerController->GetWorldInventory()->FindItemInstance(ItemGuid); auto Pawn = Cast(PlayerController->GetPawn()); if (!ItemInstance || !Pawn) return; auto ItemDefinition = ItemInstance->GetItemEntry()->GetItemDefinition(); static auto FortGadgetItemDefinitionClass = FindObject("/Script/FortniteGame.FortGadgetItemDefinition"); if (ItemDefinition->IsA(FortGadgetItemDefinitionClass)) { static auto GetWeaponItemDefinition = FindObject("/Script/FortniteGame.FortGadgetItemDefinition.GetWeaponItemDefinition"); if (GetWeaponItemDefinition) { ItemDefinition->ProcessEvent(GetWeaponItemDefinition, &ItemDefinition); } else { static auto GetDecoItemDefinition = FindObject("/Script/FortniteGame.FortGadgetItemDefinition.GetDecoItemDefinition"); ItemDefinition->ProcessEvent(GetDecoItemDefinition, &ItemDefinition); } } if (auto DecoItemDefinition = Cast(ItemDefinition)) { Pawn->PickUpActor(nullptr, DecoItemDefinition); // todo check ret value? Pawn->GetCurrentWeapon()->GetItemEntryGuid() = ItemGuid; static auto FortDecoTool_ContextTrapStaticClass = FindObject("/Script/FortniteGame.FortDecoTool_ContextTrap"); if (Pawn->GetCurrentWeapon()->IsA(FortDecoTool_ContextTrapStaticClass)) { static auto ContextTrapItemDefinitionOffset = Pawn->GetCurrentWeapon()->GetOffset("ContextTrapItemDefinition"); Pawn->GetCurrentWeapon()->Get(ContextTrapItemDefinitionOffset) = DecoItemDefinition; } return; } if (!ItemDefinition) return; if (auto Weapon = Pawn->EquipWeaponDefinition((UFortWeaponItemDefinition*)ItemDefinition, ItemInstance->GetItemEntry()->GetItemGuid())) { } } void AFortPlayerController::ServerAttemptInteractHook(UObject* Context, FFrame* Stack, void* Ret) { LOG_INFO(LogInteraction, "ServerAttemptInteract!"); auto Params = Stack->Locals; static bool bIsUsingComponent = FindObject("/Script/FortniteGame.FortControllerComponent_Interaction"); AFortPlayerControllerAthena* PlayerController = bIsUsingComponent ? Cast(((UActorComponent*)Context)->GetOwner()) : Cast(Context); if (!PlayerController) return; std::string StructName = bIsUsingComponent ? "/Script/FortniteGame.FortControllerComponent_Interaction.ServerAttemptInteract" : "/Script/FortniteGame.FortPlayerController.ServerAttemptInteract"; static auto ReceivingActorOffset = FindOffsetStruct(StructName, "ReceivingActor"); auto ReceivingActor = *(AActor**)(__int64(Params) + ReceivingActorOffset); // LOG_INFO(LogInteraction, "ReceivingActor: {}", __int64(ReceivingActor)); if (!ReceivingActor) return; // LOG_INFO(LogInteraction, "ReceivingActor Name: {}", ReceivingActor->GetFullName()); if (auto BuildingContainer = Cast(ReceivingActor)) { static auto bAlreadySearchedOffset = BuildingContainer->GetOffset("bAlreadySearched"); static auto SearchBounceDataOffset = BuildingContainer->GetOffset("SearchBounceData"); static auto bAlreadySearchedFieldMask = GetFieldMask(BuildingContainer->GetProperty("bAlreadySearched")); static auto SearchAnimationCountOffset = FindOffsetStruct("/Script/FortniteGame.FortSearchBounceData", "SearchAnimationCount"); auto SearchBounceData = BuildingContainer->GetPtr(SearchBounceDataOffset); if (BuildingContainer->ReadBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask)) return; // LOG_INFO(LogInteraction, "bAlreadySearchedFieldMask: {}", bAlreadySearchedFieldMask); BuildingContainer->SetBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask, true); (*(int*)(__int64(SearchBounceData) + SearchAnimationCountOffset))++; static auto OnRep_bAlreadySearchedFn = FindObject("/Script/FortniteGame.BuildingContainer.OnRep_bAlreadySearched"); BuildingContainer->ProcessEvent(OnRep_bAlreadySearchedFn); static auto SearchLootTierGroupOffset = BuildingContainer->GetOffset("SearchLootTierGroup"); auto RedirectedLootTier = Cast(GetWorld()->GetGameMode(), false)->RedirectLootTier(BuildingContainer->Get(SearchLootTierGroupOffset)); auto LootDrops = PickLootDrops(RedirectedLootTier); LOG_INFO(LogInteraction, "LootDrops.size(): {}", LootDrops.size()); FVector LocationToSpawnLoot = BuildingContainer->GetActorLocation() + BuildingContainer->GetActorRightVector() * 70.f + FVector{0, 0, 50}; for (int i = 0; i < LootDrops.size(); i++) { auto& lootDrop = LootDrops.at(i); AFortPickup::SpawnPickup(lootDrop.ItemDefinition, LocationToSpawnLoot, lootDrop.Count, EFortPickupSourceTypeFlag::Container, EFortPickupSpawnSource::Unset, lootDrop.LoadedAmmo // , (AFortPawn*)PlayerController->GetPawn() // should we put this here? ); } // if (BuildingContainer->ShouldDestroyOnSearch()) // BuildingContainer->K2_DestroyActor(); } return ServerAttemptInteractOriginal(Context, Stack, Ret); } void AFortPlayerController::ServerAttemptAircraftJumpHook(AFortPlayerController* PC, FRotator ClientRotation) { if (Fortnite_Version == 17.30 && Globals::bGoingToPlayEvent) return; // We want to be teleported back to the UFO but we dont use chooseplayerstart auto PlayerController = Cast(Engine_Version < 424 ? PC : ((UActorComponent*)PC)->GetOwner()); LOG_INFO(LogDev, "PlayerController: {}", __int64(PlayerController)); if (!PlayerController) return; // if (!PlayerController->bInAircraft) // return; auto GameMode = (AFortGameModeAthena*)GetWorld()->GetGameMode(); auto GameState = GameMode->GetGameStateAthena(); static auto AircraftsOffset = GameState->GetOffset("Aircrafts"); auto Aircrafts = GameState->GetPtr>(AircraftsOffset); if (Aircrafts->Num() <= 0) return; auto NewPawn = GameMode->SpawnDefaultPawnForHook(GameMode, (AController*)PlayerController, Aircrafts->at(0)); PlayerController->Possess(NewPawn); // PC->ServerRestartPlayer(); } void AFortPlayerController::ServerCreateBuildingActorHook(UObject* Context, FFrame* Stack, void* Ret) { auto PlayerController = Cast(Context); if (!PlayerController) // ?? return ServerCreateBuildingActorOriginal(Context, Stack, Ret); auto PlayerStateAthena = Cast(PlayerController->GetPlayerState()); if (!PlayerStateAthena) return ServerCreateBuildingActorOriginal(Context, Stack, Ret); UClass* BuildingClass = nullptr; FVector BuildLocation; FRotator BuildRotator; bool bMirrored; if (Fortnite_Version >= 8.30) { struct FCreateBuildingActorData { uint32_t BuildingClassHandle; FVector BuildLoc; FRotator BuildRot; bool bMirrored; }; auto CreateBuildingData = (FCreateBuildingActorData*)Stack->Locals; BuildLocation = CreateBuildingData->BuildLoc; BuildRotator = CreateBuildingData->BuildRot; bMirrored = CreateBuildingData->bMirrored; static auto BroadcastRemoteClientInfoOffset = PlayerController->GetOffset("BroadcastRemoteClientInfo"); auto BroadcastRemoteClientInfo = PlayerController->Get(BroadcastRemoteClientInfoOffset); static auto RemoteBuildableClassOffset = BroadcastRemoteClientInfo->GetOffset("RemoteBuildableClass"); BuildingClass = BroadcastRemoteClientInfo->Get(RemoteBuildableClassOffset); } else { struct FBuildingClassData { UClass* BuildingClass; int PreviousBuildingLevel; int UpgradeLevel; }; struct SCBAParams { FBuildingClassData BuildingClassData; FVector BuildLoc; FRotator BuildRot; bool bMirrored; }; auto Params = (SCBAParams*)Stack->Locals; BuildingClass = Params->BuildingClassData.BuildingClass; BuildLocation = Params->BuildLoc; BuildRotator = Params->BuildRot; bMirrored = Params->bMirrored; } // LOG_INFO(LogDev, "BuildingClass {}", __int64(BuildingClass)); if (!BuildingClass) return ServerCreateBuildingActorOriginal(Context, Stack, Ret); TArray ExistingBuildings; char idk; static __int64 (*CantBuild)(UObject*, UObject*, FVector, FRotator, char, TArray*, char*) = decltype(CantBuild)(Addresses::CantBuild); bool bCanBuild = !CantBuild(GetWorld(), BuildingClass, BuildLocation, BuildRotator, bMirrored, &ExistingBuildings, &idk); if (!bCanBuild) { // LOG_INFO(LogDev, "cant build"); return ServerCreateBuildingActorOriginal(Context, Stack, Ret); } for (int i = 0; i < ExistingBuildings.Num(); i++) { auto ExistingBuilding = ExistingBuildings.At(i); ExistingBuilding->K2_DestroyActor(); } ExistingBuildings.Free(); FTransform Transform{}; Transform.Translation = BuildLocation; Transform.Rotation = BuildRotator.Quaternion(); Transform.Scale3D = { 1, 1, 1 }; auto BuildingActor = GetWorld()->SpawnActor(BuildingClass, Transform); if (!BuildingActor) return ServerCreateBuildingActorOriginal(Context, Stack, Ret); // static auto OwnerPersistentIDOffset = BuildingActor->GetOffset("OwnerPersistentID"); // BuildingActor->Get(OwnerPersistentIDOffset) = PlayerStateAthena->GetWorldPlayerId(); BuildingActor->SetPlayerPlaced(true); BuildingActor->InitializeBuildingActor(PlayerController, BuildingActor, true); BuildingActor->SetTeam(PlayerStateAthena->GetTeamIndex()); return ServerCreateBuildingActorOriginal(Context, Stack, Ret); } void AFortPlayerController::ServerAttemptInventoryDropHook(AFortPlayerController* PlayerController, FGuid ItemGuid, int Count) { LOG_INFO(LogDev, "ServerAttemptInventoryDropHook!"); auto Pawn = PlayerController->GetMyFortPawn(); if (Count < 0 || !Pawn) return; auto WorldInventory = PlayerController->GetWorldInventory(); auto ReplicatedEntry = WorldInventory->FindReplicatedEntry(ItemGuid); if (!ReplicatedEntry) return; auto ItemDefinition = Cast(ReplicatedEntry->GetItemDefinition()); if (!ItemDefinition || !ItemDefinition->CanBeDropped()) return; auto Pickup = AFortPickup::SpawnPickup(ItemDefinition, Pawn->GetActorLocation(), Count, EFortPickupSourceTypeFlag::Player, EFortPickupSpawnSource::Unset, ReplicatedEntry->GetLoadedAmmo(), Pawn); if (!Pickup) return; bool bShouldUpdate = false; if (!WorldInventory->RemoveItem(ItemGuid, &bShouldUpdate, Count)) return; if (bShouldUpdate) WorldInventory->Update(); } void AFortPlayerController::ServerPlayEmoteItemHook(AFortPlayerController* PlayerController, UObject* EmoteAsset) { auto PlayerState = (AFortPlayerStateAthena*)PlayerController->GetPlayerState(); auto Pawn = PlayerController->GetPawn(); if (!EmoteAsset || !PlayerState || !Pawn) return; UObject* AbilityToUse = nullptr; static auto AthenaSprayItemDefinitionClass = FindObject("/Script/FortniteGame.AthenaSprayItemDefinition"); if (EmoteAsset->IsA(AthenaSprayItemDefinitionClass)) { static auto SprayGameplayAbilityDefault = FindObject("/Game/Abilities/Sprays/GAB_Spray_Generic.Default__GAB_Spray_Generic_C"); AbilityToUse = SprayGameplayAbilityDefault; } if (!AbilityToUse) { static auto EmoteGameplayAbilityDefault = FindObject("/Game/Abilities/Emotes/GAB_Emote_Generic.Default__GAB_Emote_Generic_C"); AbilityToUse = EmoteGameplayAbilityDefault; } if (!AbilityToUse) return; int outHandle = 0; FGameplayAbilitySpec* Spec = MakeNewSpec((UClass*)AbilityToUse, EmoteAsset, true); static unsigned int* (*GiveAbilityAndActivateOnce)(UAbilitySystemComponent * ASC, int* outHandle, __int64 Spec) = decltype(GiveAbilityAndActivateOnce)(Addresses::GiveAbilityAndActivateOnce); GiveAbilityAndActivateOnce(PlayerState->GetAbilitySystemComponent(), &outHandle, __int64(Spec)); } uint8 ToDeathCause(const FGameplayTagContainer& TagContainer, bool bWasDBNO = false) { static auto ToDeathCauseFn = FindObject("/Script/FortniteGame.FortPlayerStateAthena.ToDeathCause"); if (ToDeathCauseFn) { struct { FGameplayTagContainer InTags; // (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) bool bWasDBNO; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8_t ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } AFortPlayerStateAthena_ToDeathCause_Params{ TagContainer, bWasDBNO }; AFortPlayerStateAthena::StaticClass()->ProcessEvent(ToDeathCauseFn, &AFortPlayerStateAthena_ToDeathCause_Params); return AFortPlayerStateAthena_ToDeathCause_Params.ReturnValue; } static bool bHaveFoundAddress = false; static uint64 Addr = 0; if (!bHaveFoundAddress) { bHaveFoundAddress = true; if (Engine_Version == 420) Addr = Memcury::Scanner::FindPattern("48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 0F B6 FA 48 8B D9 E8 ? ? ? ? 33 F6 48 89 74 24").Get(); if (!Addr) { LOG_WARN(LogPlayer, "Failed to find ToDeathCause address!"); return 0; } } if (!Addr) { return 0; } static uint8 (*sub_7FF7AB499410)(FGameplayTagContainer TagContainer, char bWasDBNOIg) = decltype(sub_7FF7AB499410)(Addr); return sub_7FF7AB499410(TagContainer, bWasDBNO); } void AFortPlayerController::ClientOnPawnDiedHook(AFortPlayerController* PlayerController, void* DeathReport) { auto DeadPawn = Cast(PlayerController->GetPawn()); auto DeadPlayerState = Cast(PlayerController->GetPlayerState()); auto KillerPawn = Cast(*(AFortPawn**)(__int64(DeathReport) + MemberOffsets::DeathReport::KillerPawn)); if (!DeadPawn) return ClientOnPawnDiedOriginal(PlayerController, DeathReport); static auto DeathInfoStruct = FindObject("/Script/FortniteGame.DeathInfo"); static auto DeathInfoStructSize = DeathInfoStruct->GetPropertiesSize(); auto DeathLocation = DeadPawn->GetActorLocation(); static auto FallDamageEnumValue = 1; auto DeathInfo = (void*)(__int64(DeadPlayerState) + MemberOffsets::FortPlayerStateAthena::DeathInfo); // Alloc(DeathInfoStructSize); RtlSecureZeroMemory(DeathInfo, DeathInfoStructSize); auto Tags = *(FGameplayTagContainer*)(__int64(DeathReport) + MemberOffsets::DeathReport::Tags); // LOG_INFO(LogDev, "Tags: {}", Tags.ToStringSimple(true)); auto DeathCause = ToDeathCause(Tags, false); LOG_INFO(LogDev, "DeathCause: {}", (int)DeathCause); *(bool*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::bDBNO) = DeadPawn->IsDBNO(); *(uint8*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::DeathCause) = DeathCause; *(FVector*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::DeathLocation) = DeathLocation; if (MemberOffsets::DeathInfo::DeathTags != 0) *(FGameplayTagContainer*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::DeathTags) = Tags; if (MemberOffsets::DeathInfo::bInitialized != 0) *(bool*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::bInitialized) = true; if (DeathCause == FallDamageEnumValue) { static auto LastFallDistanceOffset = DeadPawn->GetOffset("LastFallDistance"); *(float*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::Distance) = DeadPawn->Get(LastFallDistanceOffset); } else { *(float*)(__int64(DeathInfo) + MemberOffsets::DeathInfo::Distance) = KillerPawn ? KillerPawn->GetDistanceTo(DeadPawn) : 0; } static auto PawnDeathLocationOffset = DeadPlayerState->GetOffset("PawnDeathLocation"); DeadPlayerState->Get(PawnDeathLocationOffset) = DeathLocation; static auto OnRep_DeathInfoFn = FindObject("/Script/FortniteGame.FortPlayerStateAthena.OnRep_DeathInfo"); DeadPlayerState->ProcessEvent(OnRep_DeathInfoFn); auto WorldInventory = PlayerController->GetWorldInventory(); if (!WorldInventory) return ClientOnPawnDiedOriginal(PlayerController, DeathReport); auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances(); for (int i = 0; i < ItemInstances.Num(); i++) { auto ItemInstance = ItemInstances.at(i); if (!ItemInstance) continue; auto ItemEntry = ItemInstance->GetItemEntry(); auto WorldItemDefinition = Cast(ItemEntry->GetItemDefinition()); if (!WorldItemDefinition) continue; if (!WorldItemDefinition->ShouldDropOnDeath()) continue; AFortPickup::SpawnPickup(WorldItemDefinition, DeathLocation, ItemEntry->GetCount(), EFortPickupSourceTypeFlag::Player, EFortPickupSpawnSource::PlayerElimination, ItemEntry->GetLoadedAmmo()); } return ClientOnPawnDiedOriginal(PlayerController, DeathReport); } void AFortPlayerController::ServerBeginEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit) { if (!BuildingActorToEdit || !BuildingActorToEdit->IsPlayerPlaced()) return; auto Pawn = Cast(PlayerController->GetPawn(), false); if (!Pawn) return; static auto EditToolDef = FindObject("/Game/Items/Weapons/BuildingTools/EditTool.EditTool"); if (auto EditTool = Cast(Pawn->EquipWeaponDefinition(EditToolDef, FGuid{}))) { BuildingActorToEdit->GetEditingPlayer() = PlayerController->GetPlayerState(); // Onrep? EditTool->GetEditActor() = BuildingActorToEdit; // Onrep? } } void AFortPlayerController::ServerEditBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToEdit, UClass* NewBuildingClass, int RotationIterations, char bMirrored) { auto PlayerState = (AFortPlayerState*)PlayerController->GetPlayerState(); if (!BuildingActorToEdit || !NewBuildingClass || BuildingActorToEdit->IsDestroyed() || BuildingActorToEdit->GetEditingPlayer() != PlayerState) return; // if (!PlayerState || PlayerState->GetTeamIndex() != BuildingActorToEdit->GetTeamIndex()) // return; BuildingActorToEdit->GetEditingPlayer() = nullptr; static ABuildingSMActor* (*BuildingSMActorReplaceBuildingActor)(ABuildingSMActor*, __int64, UClass*, int, int, uint8_t, AFortPlayerController*) = decltype(BuildingSMActorReplaceBuildingActor)(Addresses::ReplaceBuildingActor); if (auto BuildingActor = BuildingSMActorReplaceBuildingActor(BuildingActorToEdit, 1, NewBuildingClass, BuildingActorToEdit->GetCurrentBuildingLevel(), RotationIterations, bMirrored, PlayerController)) { BuildingActor->SetPlayerPlaced(true); // if (auto PlayerState = Cast(PlayerController->GetPlayerState())) // BuildingActor->SetTeam(PlayerState->GetTeamIndex()); } } void AFortPlayerController::ServerEndEditingBuildingActorHook(AFortPlayerController* PlayerController, ABuildingSMActor* BuildingActorToStopEditing) { auto Pawn = PlayerController->GetMyFortPawn(); if (!BuildingActorToStopEditing || !Pawn || BuildingActorToStopEditing->GetEditingPlayer() != PlayerController->GetPlayerState() || BuildingActorToStopEditing->IsDestroyed()) return; auto EditTool = Cast(Pawn->GetCurrentWeapon()); BuildingActorToStopEditing->GetEditingPlayer() = nullptr; // BuildingActorToStopEditing->OnRep_EditingPlayer(); if (EditTool) { EditTool->GetEditActor() = nullptr; // EditTool->OnRep_EditActor(); } }