Files
Project-Reboot-3.0/Project Reboot 3.0/FortPlayerPawn.cpp
Milxnor 3fb5c4671d a good update
Added a very useful debugging tool, made looting even more proper
2023-05-09 22:37:04 -04:00

305 lines
12 KiB
C++

#include "FortPlayerPawn.h"
#include <memcury.h>
#include "FortPlayerController.h"
#include "FortGadgetItemDefinition.h"
#include "FortPlayerControllerAthena.h"
FFortAthenaLoadout* AFortPlayerPawn::GetCosmeticLoadout()
{
static auto CosmeticLoadoutOffset = GetOffset("CosmeticLoadout", false);
if (CosmeticLoadoutOffset == -1)
CosmeticLoadoutOffset = GetOffset("CustomizationLoadout");
if (CosmeticLoadoutOffset == -1)
return nullptr;
return GetPtr<FFortAthenaLoadout>(CosmeticLoadoutOffset);
}
void AFortPlayerPawn::ServerHandlePickupWithRequestedSwapHook(UObject* Context, FFrame* Stack, void* Ret)
{
auto Pawn = (AFortPlayerPawn*)Context;
auto Controller = Cast<AFortPlayerController>(Pawn->GetController());
if (!Controller)
return ServerHandlePickupWithRequestedSwapOriginal(Context, Stack, Ret);
auto Params = Stack->Locals;
static auto PickupOffset = FindOffsetStruct("/Script/FortniteGame.FortPlayerPawn.ServerHandlePickupWithRequestedSwap", "Pickup");
static auto SwapOffset = FindOffsetStruct("/Script/FortniteGame.FortPlayerPawn.ServerHandlePickupWithRequestedSwap", "Swap");
auto Pickup = *(AFortPickup**)(__int64(Params) + PickupOffset);
auto& Swap = *(FGuid*)(__int64(Params) + SwapOffset);
// LOG_INFO(LogDev, "Pickup: {}", Pickup->IsValidLowLevel() ? Pickup->GetFullName() : "BadRead");
if (!Pickup)
return ServerHandlePickupWithRequestedSwapOriginal(Context, Stack, Ret);
static auto bPickedUpOffset = Pickup->GetOffset("bPickedUp");
if (Pickup->Get<bool>(bPickedUpOffset))
{
LOG_INFO(LogDev, "Trying to pickup picked up weapon (Swap)?");
return ServerHandlePickupWithRequestedSwapOriginal(Context, Stack, Ret);
}
static auto IncomingPickupsOffset = Pawn->GetOffset("IncomingPickups");
Pawn->Get<TArray<AFortPickup*>>(IncomingPickupsOffset).Add(Pickup);
auto PickupLocationData = Pickup->GetPickupLocationData();
PickupLocationData->GetPickupTarget() = Pawn;
PickupLocationData->GetFlyTime() = 0.40f;
PickupLocationData->GetItemOwner() = Pawn;
// PickupLocationData->GetStartDirection() = InStartDirection;
PickupLocationData->GetPickupGuid() = Swap;
Controller->ShouldTryPickupSwap() = true;
static auto OnRep_PickupLocationDataFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPickup.OnRep_PickupLocationData");
Pickup->ProcessEvent(OnRep_PickupLocationDataFn);
Pickup->Get<bool>(bPickedUpOffset) = true;
static auto OnRep_bPickedUpFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPickup.OnRep_bPickedUp");
Pickup->ProcessEvent(OnRep_bPickedUpFn);
return ServerHandlePickupWithRequestedSwapOriginal(Context, Stack, Ret);
}
void AFortPlayerPawn::ServerChoosePart(EFortCustomPartType Part, UObject* ChosenCharacterPart)
{
static auto fn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerPawn.ServerChoosePart");
struct
{
EFortCustomPartType Part; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UObject* ChosenCharacterPart; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AFortPlayerPawn_ServerChoosePart_Params{Part, ChosenCharacterPart};
this->ProcessEvent(fn, &AFortPlayerPawn_ServerChoosePart_Params);
}
void AFortPlayerPawn::ForceLaunchPlayerZipline() // Thanks android
{
float ZiplineJumpDampening = -0.5f;
float ZiplineJumpStrength = 1500.f;
static auto CharacterMovementOffset = GetOffset("CharacterMovement");
auto CharacterMovement = this->Get(CharacterMovementOffset);
static auto VelocityOffset = CharacterMovement->GetOffset("Velocity");
auto& v23 = CharacterMovement->Get<FVector>(VelocityOffset);
//v23.X = abs(v23.X);
//v23.Y = abs(v23.Y);
FVector v21 = { -750, -750, ZiplineJumpStrength };
if (ZiplineJumpDampening * v23.X >= -750.f)
v21.X = fminf(ZiplineJumpDampening * v23.X, 750);
if (ZiplineJumpDampening * v23.Y >= -750.f)
v21.Y = fminf(ZiplineJumpDampening * v23.Y, 750);
// todo check if in vehicle
static auto LaunchCharacterFn = FindObject<UFunction>("/Script/Engine.Character.LaunchCharacter");
struct
{
FVector LaunchVelocity; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bXYOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bZOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} ACharacter_LaunchCharacter_Params{ v21, false, false };
ProcessEvent(LaunchCharacterFn, &ACharacter_LaunchCharacter_Params);
}
AActor* AFortPlayerPawn::ServerOnExitVehicle(ETryExitVehicleBehavior ExitForceBehavior)
{
static auto ServerOnExitVehicleFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerPawn.ServerOnExitVehicle");
struct
{
ETryExitVehicleBehavior ExitForceBehavior; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AFortPlayerPawn_ServerOnExitVehicle_Params{ExitForceBehavior};
this->ProcessEvent(ServerOnExitVehicleFn, &AFortPlayerPawn_ServerOnExitVehicle_Params);
return AFortPlayerPawn_ServerOnExitVehicle_Params.ReturnValue;
}
AFortAthenaVehicle* AFortPlayerPawn::GetVehicle() // hm should we call the reflecterd function?
{
static auto VehicleStateLocalOffset = this->GetOffset("VehicleStateLocal");
static auto VehicleOffset = FindOffsetStruct("/Script/FortniteGame.VehiclePawnState", "Vehicle");
return Cast<AFortAthenaVehicle>(*(AActor**)(__int64(this->GetPtr<__int64>(VehicleStateLocalOffset)) + VehicleOffset));
}
UFortWeaponItemDefinition* AFortPlayerPawn::GetVehicleWeaponDefinition(AFortAthenaVehicle* Vehicle)
{
if (!Vehicle)
return nullptr;
return Vehicle->GetVehicleWeaponForSeat(Vehicle->FindSeatIndex(this));
}
void AFortPlayerPawn::UnEquipVehicleWeaponDefinition(UFortWeaponItemDefinition* VehicleWeaponDefinition)
{
if (!VehicleWeaponDefinition)
return;
auto PlayerController = Cast<AFortPlayerController>(GetController());
if (!PlayerController)
return;
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return;
auto VehicleInstance = WorldInventory->FindItemInstance(VehicleWeaponDefinition);
if (!VehicleInstance)
return;
bool bShouldUpdate = false;
WorldInventory->RemoveItem(VehicleInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, VehicleInstance->GetItemEntry()->GetCount(), true);
if (bShouldUpdate)
WorldInventory->Update();
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
if (!PickaxeInstance)
return;
AFortPlayerController::ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid()); // Bad, we should equip the last weapon.
}
void AFortPlayerPawn::StartGhostModeExitHook(UObject* Context, FFrame* Stack, void* Ret)
{
LOG_INFO(LogDev, __FUNCTION__);
auto Pawn = (AFortPlayerPawn*)Context;
auto Controller = Cast<AFortPlayerController>(Pawn->GetController());
if (!Controller)
return;
auto WorldInventory = Controller->GetWorldInventory();
auto SpookyMistItemDefinition = FindObject<UFortGadgetItemDefinition>("/Game/Athena/Items/Gameplay/SpookyMist/AGID_SpookyMist.AGID_SpookyMist");
auto SpookyMistInstance = WorldInventory->FindItemInstance(SpookyMistItemDefinition);
if (SpookyMistInstance)
{
bool bShouldUpdate = false;
WorldInventory->RemoveItem(SpookyMistInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, 1, true);
if (bShouldUpdate)
WorldInventory->Update();
Controller->ApplyCosmeticLoadout();
}
return StartGhostModeExitOriginal(Context, Stack, Ret);
}
AActor* AFortPlayerPawn::ServerOnExitVehicleHook(AFortPlayerPawn* PlayerPawn, ETryExitVehicleBehavior ExitForceBehavior)
{
auto VehicleWeaponDefinition = PlayerPawn->GetVehicleWeaponDefinition(PlayerPawn->GetVehicle());
LOG_INFO(LogDev, "VehicleWeaponDefinition: {}", VehicleWeaponDefinition ? VehicleWeaponDefinition->GetFullName() : "BadRead");
PlayerPawn->UnEquipVehicleWeaponDefinition(VehicleWeaponDefinition);
return ServerOnExitVehicleOriginal(PlayerPawn, ExitForceBehavior);
}
void AFortPlayerPawn::ServerSendZiplineStateHook(AFortPlayerPawn* Pawn, FZiplinePawnState InZiplineState)
{
static auto ZiplineStateOffset = Pawn->GetOffset("ZiplineState");
auto PawnZiplineState = Pawn->GetPtr<__int64>(ZiplineStateOffset);
static auto AuthoritativeValueOffset = FindOffsetStruct("/Script/FortniteGame.ZiplinePawnState", "AuthoritativeValue");
if (*(int*)(__int64(&InZiplineState) + AuthoritativeValueOffset) > *(int*)(__int64(PawnZiplineState) + AuthoritativeValueOffset))
{
static auto ZiplinePawnStateStruct = FindObject<UStruct>("/Script/FortniteGame.ZiplinePawnState");
static auto ZiplinePawnStateSize = ZiplinePawnStateStruct->GetPropertiesSize();
CopyStruct(PawnZiplineState, &InZiplineState, ZiplinePawnStateSize);
static auto bIsZipliningOffset = FindOffsetStruct("/Script/FortniteGame.ZiplinePawnState", "bIsZiplining");
static auto bJumpedOffset = FindOffsetStruct("/Script/FortniteGame.ZiplinePawnState", "bJumped");
if (!(*(bool*)(__int64(PawnZiplineState) + bIsZipliningOffset)))
{
if ((*(bool*)(__int64(PawnZiplineState) + bJumpedOffset)))
{
Pawn->ForceLaunchPlayerZipline();
}
}
}
static void (*OnRep_ZiplineState)(AFortPlayerPawn* Pawn) = decltype(OnRep_ZiplineState)(Addresses::OnRep_ZiplineState);
if (OnRep_ZiplineState)
OnRep_ZiplineState(Pawn);
}
void AFortPlayerPawn::ServerHandlePickupHook(AFortPlayerPawn* Pawn, AFortPickup* Pickup, float InFlyTime, FVector InStartDirection, bool bPlayPickupSound)
{
if (!Pickup)
return;
static auto bPickedUpOffset = Pickup->GetOffset("bPickedUp");
// LOG_INFO(LogDev, "InFlyTime: {}", InFlyTime);
if (Pickup->Get<bool>(bPickedUpOffset))
{
LOG_INFO(LogDev, "Trying to pickup picked up weapon?");
return;
}
auto PlayerControllerAthena = Cast<AFortPlayerControllerAthena>(Pawn->GetController());
if (PlayerControllerAthena && PlayerControllerAthena->IsInGhostMode())
return;
static auto IncomingPickupsOffset = Pawn->GetOffset("IncomingPickups");
Pawn->Get<TArray<AFortPickup*>>(IncomingPickupsOffset).Add(Pickup);
auto PickupLocationData = Pickup->GetPickupLocationData();
PickupLocationData->GetPickupTarget() = Pawn;
PickupLocationData->GetFlyTime() = 0.40f;
PickupLocationData->GetItemOwner() = Pawn;
// PickupLocationData->GetStartDirection() = InStartDirection;
PickupLocationData->GetPickupGuid() = Pawn->GetCurrentWeapon() ? Pawn->GetCurrentWeapon()->GetItemEntryGuid() : FGuid();
static auto OnRep_PickupLocationDataFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPickup.OnRep_PickupLocationData");
Pickup->ProcessEvent(OnRep_PickupLocationDataFn);
Pickup->Get<bool>(bPickedUpOffset) = true;
static auto OnRep_bPickedUpFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPickup.OnRep_bPickedUp");
Pickup->ProcessEvent(OnRep_bPickedUpFn);
}
void AFortPlayerPawn::ServerHandlePickupInfoHook(AFortPlayerPawn* Pawn, AFortPickup* Pickup, __int64 Params)
{
LOG_INFO(LogDev, "ServerHandlePickupInfo!");
return ServerHandlePickupHook(Pawn, Pickup, 0.40f, FVector(), false);
}
UClass* AFortPlayerPawn::StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortPlayerPawn");
return Class;
}