#include #include #include "FortGameModeAthena.h" #include "reboot.h" #include "finder.h" #include "hooking.h" #include "GameSession.h" #include "FortPlayerControllerAthena.h" #include "AbilitySystemComponent.h" #include "Map.h" enum ENetMode { NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client, NM_MAX, }; static ENetMode GetNetModeHook() { /* std::cout << "AA!\n"; */ return ENetMode::NM_DedicatedServer; } static void NoMCPHook() { return; } static void CollectGarbageHook() { return; } DWORD WINAPI Main(LPVOID) { InitLogger(); std::cin.tie(0); std::cout.tie(0); std::ios_base::sync_with_stdio(false); auto MH_InitCode = MH_Initialize(); if (MH_InitCode != MH_OK) { LOG_ERROR(LogInit, "Failed to initialize MinHook {}!", MH_StatusToString(MH_InitCode)); return 1; } LOG_INFO(LogInit, "Initializing Project Reboot!"); Addresses::SetupVersion(); Offsets::FindAll(); // We have to do this before because FindCantBuild uses FortAIController.CreateBuildingActor Offsets::Print(); Addresses::FindAll(); Addresses::Print(); Addresses::Init(); static auto GameModeDefault = FindObject(L"/Script/FortniteGame.Default__FortGameModeAthena"); static auto FortPlayerControllerAthenaDefault = FindObject(L"/Script/FortniteGame.Default__FortPlayerControllerAthena"); static auto FortAbilitySystemComponentAthenaDefault = FindObject(L"/Script/FortniteGame.Default__FortAbilitySystemComponentAthena"); static auto SwitchLevel = FindObject(L"/Script/Engine.PlayerController.SwitchLevel"); FString Level = Engine_Version < 424 ? L"Athena_Terrain" : Engine_Version >= 500 ? Engine_Version >= 501 ? L"Asteria_Terrain" : L"Artemis_Terrain" : Globals::bCreative ? L"Creative_NoApollo_Terrain" : L"Apollo_Terrain"; if (Hooking::MinHook::Hook((PVOID)Addresses::NoMCP, (PVOID)NoMCPHook, nullptr)) { LOG_INFO(LogHook, "Hooking GetNetMode!"); Hooking::MinHook::Hook((PVOID)Addresses::GetNetMode, (PVOID)GetNetModeHook, nullptr); } LOG_INFO(LogDev, "Size: 0x{:x}", sizeof(TMap)); GetLocalPlayerController()->ProcessEvent(SwitchLevel, &Level); auto& LocalPlayers = GetLocalPlayers(); if (LocalPlayers.Num() && LocalPlayers.Data) { LocalPlayers.Remove(0); } for (auto func : Addresses::GetFunctionsToNull()) { *(uint8_t*)func = 0xC3; } Hooking::MinHook::Hook(GameModeDefault, FindObject(L"/Script/Engine.GameMode.ReadyToStartMatch"), AFortGameModeAthena::Athena_ReadyToStartMatchHook, (PVOID*)&AFortGameModeAthena::Athena_ReadyToStartMatchOriginal, false); // return false; Hooking::MinHook::Hook(GameModeDefault, FindObject(L"/Script/Engine.GameModeBase.SpawnDefaultPawnFor"), AGameModeBase::SpawnDefaultPawnForHook, nullptr, false); Hooking::MinHook::Hook(GameModeDefault, FindObject(L"/Script/Engine.GameModeBase.HandleStartingNewPlayer"), AFortGameModeAthena::Athena_HandleStartingNewPlayerHook, (PVOID*)&AFortGameModeAthena::Athena_HandleStartingNewPlayerOriginal, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerExecuteInventoryItem"), AFortPlayerController::ServerExecuteInventoryItemHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerPlayEmoteItem"), AFortPlayerController::ServerPlayEmoteItemHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerCreateBuildingActor"), AFortPlayerController::ServerCreateBuildingActorHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerBeginEditingBuildingActor"), AFortPlayerController::ServerBeginEditingBuildingActorHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerEditBuildingActor"), AFortPlayerController::ServerEditBuildingActorHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/FortniteGame.FortPlayerController.ServerEndEditingBuildingActor"), AFortPlayerController::ServerEndEditingBuildingActorHook, nullptr, false); Hooking::MinHook::Hook(FortPlayerControllerAthenaDefault, FindObject(L"/Script/Engine.PlayerController.ServerAcknowledgePossession"), AFortPlayerControllerAthena::ServerAcknowledgePossessionHook, nullptr, false); Hooking::MinHook::Hook(FortAbilitySystemComponentAthenaDefault, FindObject(L"/Script/GameplayAbilities.AbilitySystemComponent.ServerTryActivateAbility"), UAbilitySystemComponent::ServerTryActivateAbilityHook, nullptr, false); Hooking::MinHook::Hook(FortAbilitySystemComponentAthenaDefault, FindObject(L"/Script/GameplayAbilities.AbilitySystemComponent.ServerTryActivateAbilityWithEventData"), UAbilitySystemComponent::ServerTryActivateAbilityWithEventDataHook, nullptr, false); // Hooking::MinHook::Hook(FortAbilitySystemComponentAthenaDefault, FindObject(L"/Script/GameplayAbilities.AbilitySystemComponent.ServerAbilityRPCBatch"), // UAbilitySystemComponent::ServerAbilityRPCBatchHook, nullptr, false); if (Engine_Version >= 424) { static auto FortControllerComponent_AircraftDefault = FindObject(L"/Script/FortniteGame.Default__FortControllerComponent_Aircraft"); Hooking::MinHook::Hook(FortControllerComponent_AircraftDefault, FindObject(L"/Script/FortniteGame.FortControllerComponent_Aircraft.ServerAttemptAircraftJump"), AFortPlayerController::ServerAttemptAircraftJumpHook, nullptr, false); } Hooking::MinHook::Hook((PVOID)Addresses::KickPlayer, (PVOID)AGameSession::KickPlayerHook, (PVOID*)&AGameSession::KickPlayerOriginal); Hooking::MinHook::Hook((PVOID)Addresses::TickFlush, (PVOID)UNetDriver::TickFlushHook, (PVOID*)&UNetDriver::TickFlushOriginal); Hooking::MinHook::Hook((PVOID)Addresses::OnDamageServer, (PVOID)ABuildingActor::OnDamageServerHook, (PVOID*)&ABuildingActor::OnDamageServerOriginal); // Hooking::MinHook::Hook((PVOID)Addresses::CollectGarbage, (PVOID)CollectGarbageHook, nullptr); Hooking::MinHook::Hook((PVOID)Addresses::PickTeam, (PVOID)AFortGameModeAthena::Athena_PickTeamHook, nullptr); srand(time(0)); return 0; } BOOL APIENTRY DllMain(HMODULE hModule, DWORD reason, LPVOID lpReserved) { switch (reason) { case DLL_PROCESS_ATTACH: CreateThread(0, 0, Main, 0, 0, 0); break; case DLL_PROCESS_DETACH: break; } return TRUE; }