#include "FortPlayerControllerAthena.h" #include "FortPlayerPawn.h" #include "FortKismetLibrary.h" #include "SoftObjectPtr.h" #include "globals.h" #include "GameplayStatics.h" #include "hooking.h" #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) { LOG_INFO(LogDev, "Null item!"); return StartGhostModeOriginal(Context, Stack, Ret); } // if (!Controller->HasAuthority()) return StartGhostModeOriginal(Context, Stack, Ret); LOG_INFO(LogDev, "Attempting to give item {}", ItemProvidingGhostMode->IsValidLowLevel() ? ItemProvidingGhostMode->GetFullName() : "BadRead"); auto GhostModeRepData = Controller->GetGhostModeRepData(); if (GhostModeRepData->IsInGhostMode()) { LOG_INFO(LogDev, "Player is already in ghost mode!"); 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()); LOG_INFO(LogDev, "Finished!"); 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(Engine_Version < 424 ? PC : ((UActorComponent*)PC)->GetOwner()); if (!PlayerController) return; // LOG_INFO(LogDev, "EnterAircraftHook"); EnterAircraftOriginal(PC, Aircraft); // TODO Check if the player successfully got in the aircraft. auto WorldInventory = PlayerController->GetWorldInventory(); if (!WorldInventory) return; std::vector> GuidAndCountsToRemove; auto& InventoryList = WorldInventory->GetItemList(); auto& ItemInstances = InventoryList.GetItemInstances(); for (int i = 0; i < ItemInstances.Num(); i++) { auto ItemEntry = ItemInstances.at(i)->GetItemEntry(); auto ItemDefinition = Cast(ItemEntry->GetItemDefinition()); if (!ItemDefinition) continue; if (!ItemDefinition->CanBeDropped()) continue; GuidAndCountsToRemove.push_back({ ItemEntry->GetItemGuid(), ItemEntry->GetCount() }); } for (auto& Pair : GuidAndCountsToRemove) { WorldInventory->RemoveItem(Pair.first, nullptr, Pair.second, true); } static auto mutatorClass = FindObject("/Script/FortniteGame.FortAthenaMutator"); auto AllMutators = UGameplayStatics::GetAllActorsOfClass(GetWorld(), mutatorClass); std::vector> FunctionsToCall; for (int i = 0; i < AllMutators.Num(); 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(Mutator)) { auto PhaseToGive = GiveItemsAtGamePhaseStepMutator->GetPhaseToGiveItems(); auto& ItemsToGive = GiveItemsAtGamePhaseStepMutator->GetItemsToGive(); 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.AtPtr(j, FItemsToGive::GetStructSize()); if (!ItemToGive->GetItemToDrop()) continue; float Out = 1; FString ContextString; EEvaluateCurveTableResult result; float Out2 = 0; 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); } 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); } } } /* else if (auto GGMutator = Cast(Mutator)) { auto& WeaponEntries = GGMutator->GetWeaponEntries(); LOG_INFO(LogDev, "[{}] WeaponEntries.Num(): {}", i, WeaponEntries.Num()); for (int j = 0; j < WeaponEntries.Num(); j++) { WorldInventory->AddItem(WeaponEntries.at(j).Weapon, nullptr, 1); } } */ } 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? if (Fortnite_Version < 2.5) // idk { /* auto PickaxeInstance = WorldInventory->GetPickaxeInstance(); if (!PickaxeInstance) return; AFortPlayerController::ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid()); */ } } void AFortPlayerControllerAthena::ServerRequestSeatChangeHook(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex) { auto Pawn = Cast(PlayerController->GetPawn()); if (!Pawn) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); auto Vehicle = Pawn->GetVehicle(); if (!Vehicle) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); auto OldVehicleWeaponDefinition = Pawn->GetVehicleWeaponDefinition(Vehicle); LOG_INFO(LogDev, "OldVehicleWeaponDefinition: {}", OldVehicleWeaponDefinition ? OldVehicleWeaponDefinition->GetFullName() : "BadRead"); if (!OldVehicleWeaponDefinition) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); auto WorldInventory = PlayerController->GetWorldInventory(); if (!WorldInventory) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); auto OldVehicleWeaponInstance = WorldInventory->FindItemInstance(OldVehicleWeaponDefinition); if (OldVehicleWeaponInstance) { bool bShouldUpdate = false; WorldInventory->RemoveItem(OldVehicleWeaponInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, OldVehicleWeaponInstance->GetItemEntry()->GetCount(), true); if (bShouldUpdate) WorldInventory->Update(); } auto RequestingVehicleWeaponDefinition = Vehicle->GetVehicleWeaponForSeat(TargetSeatIndex); if (!RequestingVehicleWeaponDefinition) { auto PickaxeInstance = WorldInventory->GetPickaxeInstance(); if (!PickaxeInstance) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); AFortPlayerController::ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid()); // Bad, we should equip the last weapon. return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); } auto NewAndModifiedInstances = WorldInventory->AddItem(RequestingVehicleWeaponDefinition, nullptr); auto RequestedVehicleInstance = NewAndModifiedInstances.first[0]; if (!RequestedVehicleInstance) return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); WorldInventory->Update(); auto RequestedVehicleWeapon = Pawn->EquipWeaponDefinition(RequestingVehicleWeaponDefinition, RequestedVehicleInstance->GetItemEntry()->GetItemGuid()); return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex); } void AFortPlayerControllerAthena::ServerRestartPlayerHook(AFortPlayerControllerAthena* Controller) { static auto FortPlayerControllerZoneDefault = FindObject(L"/Script/FortniteGame.Default__FortPlayerControllerZone"); static auto ServerRestartPlayerFn = FindObject(L"/Script/Engine.PlayerController.ServerRestartPlayer"); static auto ZoneServerRestartPlayer = __int64(FortPlayerControllerZoneDefault->VFTable[GetFunctionIdxOrPtr(ServerRestartPlayerFn) / 8]); static void (*ZoneServerRestartPlayerOriginal)(AFortPlayerController*) = decltype(ZoneServerRestartPlayerOriginal)(__int64(ZoneServerRestartPlayer)); LOG_INFO(LogDev, "Call 0x{:x}!", ZoneServerRestartPlayer - __int64(_ReturnAddress())); return ZoneServerRestartPlayerOriginal(Controller); } void AFortPlayerControllerAthena::ServerGiveCreativeItemHook(AFortPlayerControllerAthena* Controller, FFortItemEntry CreativeItem) { // Don't worry, the validate has a check if it is a creative enabled mode or not, but we need to add a volume check and permission check I think. auto CreativeItemPtr = &CreativeItem; auto ItemDefinition = CreativeItemPtr->GetItemDefinition(); if (!ItemDefinition) return; bool bShouldUpdate = false; auto LoadedAmmo = -1; // CreativeItemPtr->GetLoadedAmmo() Controller->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, CreativeItemPtr->GetCount(), LoadedAmmo, false); if (bShouldUpdate) Controller->GetWorldInventory()->Update(Controller); } void AFortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIslandHook(AFortPlayerControllerAthena* Controller) { auto Pawn = Controller->GetMyFortPawn(); if (!Pawn) return; // TODO IsTeleportToCreativeHubAllowed static auto FortPlayerStartCreativeClass = FindObject("/Script/FortniteGame.FortPlayerStartCreative"); auto AllCreativePlayerStarts = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortPlayerStartCreativeClass); for (int i = 0; i < AllCreativePlayerStarts.Num(); i++) { auto CurrentPlayerStart = AllCreativePlayerStarts.at(i); static auto PlayerStartTagsOffset = CurrentPlayerStart->GetOffset("PlayerStartTags"); auto bHasSpawnTag = CurrentPlayerStart->Get(PlayerStartTagsOffset).Contains("Playground.LobbyIsland.Spawn"); if (!bHasSpawnTag) continue; Pawn->TeleportTo(CurrentPlayerStart->GetActorLocation(), Pawn->GetActorRotation()); break; } AllCreativePlayerStarts.Free(); } void AFortPlayerControllerAthena::ServerAcknowledgePossessionHook(APlayerController* Controller, APawn* Pawn) { static auto AcknowledgedPawnOffset = Controller->GetOffset("AcknowledgedPawn"); Controller->Get(AcknowledgedPawnOffset) = Pawn; auto ControllerAsFort = Cast(Controller); auto PawnAsFort = Cast(Pawn); auto PlayerStateAsFort = Cast(Pawn->GetPlayerState()); if (!PawnAsFort) return; if (Globals::bNoMCP) { static auto CustomCharacterPartClass = FindObject("/Script/FortniteGame.CustomCharacterPart"); static auto backpackPart = LoadObject("/Game/Characters/CharacterParts/Backpacks/NoBackpack.NoBackpack", CustomCharacterPartClass); // PawnAsFort->ServerChoosePart(EFortCustomPartType::Backpack, backpackPart); return; } ControllerAsFort->ApplyCosmeticLoadout(); } void AFortPlayerControllerAthena::ServerPlaySquadQuickChatMessageHook(AFortPlayerControllerAthena* PlayerController, __int64 ChatEntry, __int64 SenderID) { using UAthenaEmojiItemDefinition = UFortItemDefinition; static auto EmojiComm = FindObject("/Game/Athena/Items/Cosmetics/Dances/Emoji/Emoji_Comm.Emoji_Comm"); PlayerController->ServerPlayEmoteItemHook(PlayerController, EmojiComm); } void AFortPlayerControllerAthena::GetPlayerViewPointHook(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation) { // I don't know why but GetActorEyesViewPoint only works on some versions. /* static auto GetActorEyesViewPointFn = FindObject(L"/Script/Engine.Actor.GetActorEyesViewPoint"); static auto GetActorEyesViewPointIndex = GetFunctionIdxOrPtr(GetActorEyesViewPointFn) / 8; void (*GetActorEyesViewPointOriginal)(AActor* Actor, FVector* OutLocation, FRotator* OutRotation) = decltype(GetActorEyesViewPointOriginal)(PlayerController->VFTable[GetActorEyesViewPointIndex]); return GetActorEyesViewPointOriginal(PlayerController, &Location, &Rotation); */ if (auto MyFortPawn = PlayerController->GetMyFortPawn()) { Location = MyFortPawn->GetActorLocation(); Rotation = PlayerController->GetControlRotation(); return; } return AFortPlayerControllerAthena::GetPlayerViewPointOriginal(PlayerController, Location, Rotation); } void AFortPlayerControllerAthena::ServerReadyToStartMatchHook(AFortPlayerControllerAthena* PlayerController) { LOG_INFO(LogDev, "ServerReadyToStartMatch!"); if (Fortnite_Version <= 2.5) // techinally we should do this at the end of OnReadyToStartMatch { static auto QuickBarsOffset = PlayerController->GetOffset("QuickBars", false); if (QuickBarsOffset != -1) { auto& QuickBars = PlayerController->Get(QuickBarsOffset); LOG_INFO(LogDev, "QuickBarsOld: {}", __int64(QuickBars)); if (QuickBars) return ServerReadyToStartMatchOriginal(PlayerController); static auto FortQuickBarsClass = FindObject("/Script/FortniteGame.FortQuickBars"); QuickBars = GetWorld()->SpawnActor(FortQuickBarsClass); LOG_INFO(LogDev, "QuickBarsNew: {}", __int64(QuickBars)); if (!QuickBars) return ServerReadyToStartMatchOriginal(PlayerController); PlayerController->Get(QuickBarsOffset)->SetOwner(PlayerController); } } return ServerReadyToStartMatchOriginal(PlayerController); }