Files
Project-Reboot-3.0/Project Reboot 3.0/FortItem.h
Milxnor 18f92ccf52 a lot
fix a bug with restarting, clean up some stuff, fix a playlist specific bug, add hold pickup to swap, fix shadow stones and stuff spawn height, code consistency, fix bugs with dropping
2023-04-30 12:15:29 -04:00

208 lines
5.5 KiB
C++

#pragma once
#include "NetSerialization.h"
#include "Class.h"
#include "reboot.h"
enum class EFortItemEntryState : uint8_t // idk if this changes
{
NoneState = 0,
NewItemCount = 1,
ShouldShowItemToast = 2,
DurabilityInitialized = 3,
DoNotShowSpawnParticles = 4,
FromRecoveredBackpack = 5,
FromGift = 6,
PendingUpgradeCriteriaProgress = 7,
OwnerBuildingHandle = 8,
FromDroppedPickup = 9,
JustCrafted = 10,
CraftAndSlotTarget = 11,
GenericAttributeValueSet = 12,
PickupInstigatorHandle = 13,
CreativeUserPrefabHasContent = 14,
EFortItemEntryState_MAX = 15
};
struct FFortItemEntryStateValue
{
static UStruct* GetStruct()
{
static auto Struct = FindObject<UStruct>("/Script/FortniteGame.FortItemEntryStateValue");
return Struct;
}
static int GetStructSize()
{
return GetStruct()->GetPropertiesSize();
}
int& GetIntValue()
{
static auto IntValueOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntryStateValue", "IntValue");
return *(int*)(__int64(this) + IntValueOffset);
}
EFortItemEntryState& GetStateType()
{
static auto StateTypeOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntryStateValue", "StateType");
return *(EFortItemEntryState*)(__int64(this) + StateTypeOffset);
}
FName& GetNameValue()
{
static auto NameValueOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntryStateValue", "NameValue");
return *(FName*)(__int64(this) + NameValueOffset);
}
};
struct FFortItemEntry : FFastArraySerializerItem
{
FGuid& GetItemGuid()
{
static auto ItemGuidOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "ItemGuid");
return *(FGuid*)(__int64(this) + ItemGuidOffset);
}
bool& GetIsReplicatedCopy()
{
static auto bIsReplicatedCopyOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "bIsReplicatedCopy");
return *(bool*)(__int64(this) + bIsReplicatedCopyOffset);
}
class UFortItemDefinition*& GetItemDefinition()
{
static auto ItemDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "ItemDefinition");
return *(class UFortItemDefinition**)(__int64(this) + ItemDefinitionOffset);
}
int& GetCount()
{
static auto CountOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "Count");
return *(int*)(__int64(this) + CountOffset);
}
int& GetLevel()
{
static auto LevelOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "Level");
return *(int*)(__int64(this) + LevelOffset);
}
TArray<FFortItemEntryStateValue>& GetStateValues()
{
static auto StateValuesOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "StateValues");
return *(TArray<FFortItemEntryStateValue>*)(__int64(this) + StateValuesOffset);
}
int& GetLoadedAmmo()
{
static auto LoadedAmmoOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "LoadedAmmo");
return *(int*)(__int64(this) + LoadedAmmoOffset);
}
void CopyFromAnotherItemEntry(FFortItemEntry* OtherItemEntry, bool bCopyGuid = false)
{
FGuid OldGuid = this->GetItemGuid();
if (false)
{
CopyStruct(this, OtherItemEntry, FFortItemEntry::GetStructSize(), FFortItemEntry::GetStruct());
}
else
{
this->GetItemDefinition() = OtherItemEntry->GetItemDefinition();
this->GetCount() = OtherItemEntry->GetCount();
this->GetLoadedAmmo() = OtherItemEntry->GetLoadedAmmo();
this->GetItemGuid() = OtherItemEntry->GetItemGuid();
this->GetLevel() = OtherItemEntry->GetLevel();
}
if (!bCopyGuid)
this->GetItemGuid() = OldGuid;
// should we do this?
this->MostRecentArrayReplicationKey = -1;
this->ReplicationID = -1;
this->ReplicationKey = -1;
}
static UStruct* GetStruct()
{
static auto Struct = FindObject<UStruct>("/Script/FortniteGame.FortItemEntry");
return Struct;
}
static int GetStructSize()
{
static auto StructSize = GetStruct()->GetPropertiesSize();
return StructSize;
}
static FFortItemEntry* MakeItemEntry(UFortItemDefinition* ItemDefinition, int Count = 1, int LoadedAmmo = 0)
{
auto Entry = // (FFortItemEntry*)FMemory::Realloc(0, GetStructSize(), 0);
Alloc<FFortItemEntry>(GetStructSize());
if (!Entry)
return nullptr;
Entry->MostRecentArrayReplicationKey = -1;
Entry->ReplicationID = -1;
Entry->ReplicationKey = -1;
Entry->GetItemDefinition() = ItemDefinition;
Entry->GetCount() = Count;
Entry->GetLoadedAmmo() = LoadedAmmo;
// Entry->bUpdateStatsOnCollection = true; // Idk what this does but fortnite does it soo
return Entry;
}
// We need to find a better way for below... Especially since we can't do either method for season 5 or 6.
static void FreeItemEntry(FFortItemEntry* Entry)
{
if (Addresses::FreeEntry)
{
static __int64 (*FreeEntryOriginal)(__int64 Entry) = decltype(FreeEntryOriginal)(Addresses::FreeEntry);
FreeEntryOriginal(__int64(Entry));
}
}
static void FreeArrayOfEntries(TArray<FFortItemEntry>& tarray)
{
if (Addresses::FreeArrayOfEntries)
{
static __int64 (*FreeArrayOfEntriesOriginal)(TArray<FFortItemEntry>& a1) = decltype(FreeArrayOfEntriesOriginal)(Addresses::FreeArrayOfEntries);
FreeArrayOfEntriesOriginal(tarray);
}
else
{
if (Addresses::FreeEntry)
{
for (int i = 0; i < tarray.size(); i++)
{
FreeItemEntry(tarray.AtPtr(i));
}
}
else
{
tarray.Free(); // does nothing
}
}
}
};
class UFortItem : public UObject
{
public:
FFortItemEntry* GetItemEntry()
{
static auto ItemEntryOffset = this->GetOffset("ItemEntry");
return GetPtr<FFortItemEntry>(ItemEntryOffset);
}
void SetOwningControllerForTemporaryItem(UObject* Controller);
};