mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
complete looting rewrite, improve combining pickups, add debug printing logs, fix some agids, fix cheat summon, fix issue with vehicle spawning.
205 lines
7.9 KiB
C++
205 lines
7.9 KiB
C++
#pragma once
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#include "reboot.h"
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#include "Stack.h"
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#include "Actor.h"
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#include "hooking.h"
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#include "SoftObjectPtr.h"
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#include "FortGameModeAthena.h"
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#include "GameplayStatics.h"
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// Vehicle class name changes multiple times across versions, so I made it it's own file.
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static inline void ServerVehicleUpdate(UObject* Context, FFrame& Stack, void* Ret)
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{
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auto Params = Stack.Locals;
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auto Vehicle = Cast<AActor>(Context);
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static auto RootComponentOffset = Vehicle->GetOffset("RootComponent");
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auto Mesh = /* Cast<UPrimitiveComponent> */(Vehicle->Get(RootComponentOffset));
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FTransform Transform{};
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static std::string StateStructName = FindObject("/Script/FortniteGame.ReplicatedPhysicsPawnState") ? "/Script/FortniteGame.ReplicatedPhysicsPawnState" : "/Script/FortniteGame.ReplicatedAthenaVehiclePhysicsState";
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if (StateStructName.empty())
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return;
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auto StateStruct = FindObject(StateStructName);
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if (!StateStruct)
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return;
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auto State = (void*)(__int64(Params) + 0);
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static auto RotationOffset = FindOffsetStruct(StateStructName, "Rotation");
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static auto TranslationOffset = FindOffsetStruct(StateStructName, "Translation");
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if (Engine_Version >= 420) // S4-S12
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{
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float v50 = -2.0;
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float v49 = 2.5;
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auto Rotation = (FQuat*)(__int64(State) + RotationOffset);
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Rotation->X -= v49;
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Rotation->Y /= 0.3;
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Rotation->Z -= v50;
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Rotation->W /= -1.2;
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Transform.Rotation = *Rotation;
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}
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else
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{
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auto Rotation = (FQuat*)(__int64(State) + RotationOffset);
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Transform.Rotation = *Rotation;
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}
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Transform.Translation = *(FVector*)(__int64(State) + TranslationOffset);
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Transform.Scale3D = FVector{ 1, 1, 1 };
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bool bTeleport = true; // this maybe be false??
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bool bSweep = false;
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static auto K2_SetWorldTransformFn = FindObject<UFunction>(L"/Script/Engine.SceneComponent.K2_SetWorldTransform");
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static auto SetPhysicsLinearVelocityFn = FindObject<UFunction>(L"/Script/Engine.PrimitiveComponent.SetPhysicsLinearVelocity");
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static auto SetPhysicsAngularVelocityFn = FindObject<UFunction>(L"/Script/Engine.PrimitiveComponent.SetPhysicsAngularVelocity");
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static auto LinearVelocityOffset = FindOffsetStruct(StateStructName, "LinearVelocity");
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static auto AngularVelocityOffset = FindOffsetStruct(StateStructName, "AngularVelocity");
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static auto K2_SetWorldTransformParamSize = K2_SetWorldTransformFn->GetPropertiesSize();
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auto K2_SetWorldTransformParams = Alloc(K2_SetWorldTransformParamSize);
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{
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static auto NewTransformOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "NewTransform");
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static auto bSweepOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "bSweep");
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static auto bTeleportOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "bTeleport");
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*(FTransform*)(__int64(K2_SetWorldTransformParams) + NewTransformOffset) = Transform;
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*(bool*)(__int64(K2_SetWorldTransformParams) + bSweepOffset) = bSweep;
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*(bool*)(__int64(K2_SetWorldTransformParams) + bTeleportOffset) = bTeleport;
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}
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Mesh->ProcessEvent(K2_SetWorldTransformFn, K2_SetWorldTransformParams);
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// Mesh->bComponentToWorldUpdated = true;
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struct { FVector NewVel; bool bAddToCurrent; FName BoneName; }
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UPrimitiveComponent_SetPhysicsLinearVelocity_Params{
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*(FVector*)(__int64(State) + LinearVelocityOffset),
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0,
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FName()
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};
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struct { FVector NewAngVel; bool bAddToCurrent; FName BoneName; }
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UPrimitiveComponent_SetPhysicsAngularVelocity_Params{
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*(FVector*)(__int64(State) + AngularVelocityOffset),
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0,
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FName()
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};
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Mesh->ProcessEvent(SetPhysicsLinearVelocityFn, &UPrimitiveComponent_SetPhysicsLinearVelocity_Params);
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Mesh->ProcessEvent(SetPhysicsAngularVelocityFn, &UPrimitiveComponent_SetPhysicsAngularVelocity_Params);
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}
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static inline void AddVehicleHook()
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{
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static auto FortAthenaVehicleDefault = FindObject("/Script/FortniteGame.Default__FortAthenaVehicle");
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static auto FortPhysicsPawnDefault = FindObject("/Script/FortniteGame.Default__FortPhysicsPawn");
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if (FortPhysicsPawnDefault)
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{
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Hooking::MinHook::Hook(FortPhysicsPawnDefault, FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerMove") ?
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FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerMove") : FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerUpdatePhysicsParams"),
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ServerVehicleUpdate, nullptr, false, true);
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}
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else
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{
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Hooking::MinHook::Hook(FortAthenaVehicleDefault, FindObject<UFunction>("/Script/FortniteGame.FortAthenaVehicle.ServerUpdatePhysicsParams"),
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ServerVehicleUpdate, nullptr, false, true);
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}
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}
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static inline AActor* SpawnVehicleFromSpawner(AActor* VehicleSpawner)
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{
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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FTransform SpawnTransform{};
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SpawnTransform.Translation = VehicleSpawner->GetActorLocation();
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SpawnTransform.Rotation = VehicleSpawner->GetActorRotation().Quaternion();
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SpawnTransform.Scale3D = { 1, 1, 1 };
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FActorSpawnParameters SpawnParameters{};
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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static auto VehicleClassOffset = VehicleSpawner->GetOffset("VehicleClass", false);
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static auto BGAClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
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if (VehicleClassOffset != -1) // 10.40 and below?
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{
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auto& SoftVehicleClass = VehicleSpawner->Get<TSoftObjectPtr<UClass>>(VehicleClassOffset);
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auto StrongVehicleClass = SoftVehicleClass.Get(BGAClass, true);
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if (!StrongVehicleClass)
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{
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std::string VehicleClassObjectName = SoftVehicleClass.SoftObjectPtr.ObjectID.AssetPathName.ComparisonIndex.Value == 0 ? "InvalidName" : SoftVehicleClass.SoftObjectPtr.ObjectID.AssetPathName.ToString();
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LOG_WARN(LogVehicles, "Failed to load vehicle class: {}", VehicleClassObjectName);
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return nullptr;
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}
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return GetWorld()->SpawnActor<AActor>(StrongVehicleClass, SpawnTransform, SpawnParameters);
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}
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static auto FortVehicleItemDefOffset = VehicleSpawner->GetOffset("FortVehicleItemDef");
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if (FortVehicleItemDefOffset == -1)
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return nullptr;
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auto& SoftFortVehicleItemDef = VehicleSpawner->Get<TSoftObjectPtr<UFortItemDefinition>>(FortVehicleItemDefOffset);
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auto StrongFortVehicleItemDef = SoftFortVehicleItemDef.Get(nullptr, true);
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if (!StrongFortVehicleItemDef)
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{
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std::string FortVehicleItemDefObjectName = SoftFortVehicleItemDef.SoftObjectPtr.ObjectID.AssetPathName.ComparisonIndex.Value == 0 ? "InvalidName" : SoftFortVehicleItemDef.SoftObjectPtr.ObjectID.AssetPathName.ToString();
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LOG_WARN(LogVehicles, "Failed to load vehicle item definition: {}", FortVehicleItemDefObjectName);
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return nullptr;
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}
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static auto VehicleActorClassOffset = StrongFortVehicleItemDef->GetOffset("VehicleActorClass");
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auto& SoftVehicleActorClass = StrongFortVehicleItemDef->Get<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
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auto StrongVehicleActorClass = SoftVehicleActorClass.Get(BGAClass, true);
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if (!StrongVehicleActorClass)
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{
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std::string VehicleActorClassObjectName = SoftVehicleActorClass.SoftObjectPtr.ObjectID.AssetPathName.ComparisonIndex.Value == 0 ? "InvalidName" : SoftVehicleActorClass.SoftObjectPtr.ObjectID.AssetPathName.ToString();
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LOG_WARN(LogVehicles, "Failed to load vehicle actor class: {}", VehicleActorClassObjectName);
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return nullptr;
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}
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return GetWorld()->SpawnActor<AActor>(StrongVehicleActorClass, SpawnTransform, SpawnParameters);
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}
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static inline void SpawnVehicles2()
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{
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static auto FortAthenaVehicleSpawnerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaVehicleSpawner");
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TArray<AActor*> AllVehicleSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortAthenaVehicleSpawnerClass);
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int AmountOfVehiclesSpawned = 0;
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for (int i = 0; i < AllVehicleSpawners.Num(); i++)
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{
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auto VehicleSpawner = AllVehicleSpawners.at(i);
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auto Vehicle = SpawnVehicleFromSpawner(VehicleSpawner);
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if (Vehicle)
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{
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AmountOfVehiclesSpawned++;
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}
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}
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auto AllVehicleSpawnersNum = AllVehicleSpawners.Num();
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AllVehicleSpawners.Free();
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LOG_INFO(LogGame, "Spawned {}/{} vehicles.", AmountOfVehiclesSpawned, AllVehicleSpawnersNum);
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} |