Files
Project-Reboot-3.0/Project Reboot 3.0/FortGameStateAthena.cpp
Milxnor 1da6822119 Reboot Living up to its name
almost finish rebooting (im going insane), performance, increase llama spawn radius, remove auto restart for a little bit
2023-05-13 19:46:50 -04:00

275 lines
8.1 KiB
C++

#include "FortGameStateAthena.h"
#include "reboot.h"
#include "FortPlayerStateAthena.h"
#include "FortGameModeAthena.h"
#include "FortAthenaMutator.h"
/* void AFortGameStateAthena::AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState)
{
} */
TScriptInterface<UFortSafeZoneInterface> AFortGameStateAthena::GetSafeZoneInterface()
{
int Offset = -1;
if (Fortnite_Version == 10.40)
{
// Offset = 0xF60;
}
TScriptInterface<UFortSafeZoneInterface> ScriptInterface{};
if (Offset != -1)
{
auto idk = (void*)(__int64(this) + Offset);
UObject* ObjectPtr = reinterpret_cast<UObject* (*)(__int64)>(((UObject*)idk)->VFTable[0x1])(__int64(idk)); // not actually a uobject but its just how we can get vft
if (ObjectPtr)
{
ScriptInterface.ObjectPointer = ObjectPtr;
ScriptInterface.InterfacePointer = ObjectPtr->GetInterfaceAddress(UFortSafeZoneInterface::StaticClass());
}
}
return ScriptInterface;
}
void AFortGameStateAthena::SetGamePhaseStep(EAthenaGamePhaseStep NewGamePhaseStep)
{
this->GetGamePhaseStep() = NewGamePhaseStep;
std::vector<std::pair<AFortAthenaMutator*, UFunction*>> FunctionsToCall;
LoopMutators([&](AFortAthenaMutator* Mutator) { FunctionsToCall.push_back(std::make_pair(Mutator, Mutator->FindFunction("OnGamePhaseStepChanged"))); });
for (auto& FunctionToCallPair : FunctionsToCall)
{
// On newer versions there is a second param.
LOG_INFO(LogDev, "A1: {} FunctionToCallPair.second: {}", FunctionToCallPair.first->IsValidLowLevel() ? FunctionToCallPair.first->GetFullName() : "BadRead", __int64(FunctionToCallPair.second));
if (FunctionToCallPair.second->IsValidLowLevel() && FunctionToCallPair.first->IsValidLowLevel())
{
auto Params = ConstructOnGamePhaseStepChangedParams(NewGamePhaseStep);
if (Params)
{
FunctionToCallPair.first->ProcessEvent(FunctionToCallPair.second, Params);
VirtualFree(Params, 0, MEM_RELEASE);
}
}
}
}
UFortPlaylist*& AFortGameStateAthena::GetCurrentPlaylist()
{
static auto CurrentPlaylistInfoOffset = GetOffset("CurrentPlaylistInfo", false);
if (CurrentPlaylistInfoOffset == -1)
{
static auto CurrentPlaylistDataOffset = GetOffset("CurrentPlaylistData");
return Get<UFortPlaylist*>(CurrentPlaylistDataOffset);
}
auto CurrentPlaylistInfo = this->GetPtr<FFastArraySerializer>(CurrentPlaylistInfoOffset);
static auto BasePlaylistOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "BasePlaylist");
return *(UFortPlaylist**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset);
}
int AFortGameStateAthena::GetAircraftIndex(AFortPlayerState* PlayerState)
{
// The function has a string in it but we can just remake lol
auto PlayerStateAthena = Cast<AFortPlayerStateAthena>(PlayerState);
if (!PlayerStateAthena)
return 0;
auto CurrentPlaylist = GetCurrentPlaylist();
if (!CurrentPlaylist)
return 0;
static auto AirCraftBehaviorOffset = GetOffset("AirCraftBehavior");
if (Get<uint8_t>(AirCraftBehaviorOffset) != 1) // AirCraftBehavior != EAirCraftBehavior::OpposingAirCraftForEachTeam
return 0;
auto TeamIndex = PlayerStateAthena->GetTeamIndex();
int idfkwhatthisisimguessing = TeamIndex;
static auto DefaultFirstTeamOffset = CurrentPlaylist->GetOffset("DefaultFirstTeam");
auto DefaultFirstTeam = CurrentPlaylist->Get<int>(DefaultFirstTeamOffset);
return TeamIndex - idfkwhatthisisimguessing;
}
bool AFortGameStateAthena::IsPlayerBuildableClass(UClass* Class)
{
return true;
static auto AllPlayerBuildableClassesOffset = GetOffset("AllPlayerBuildableClasses", false);
if (AllPlayerBuildableClassesOffset == -1) // this is invalid in like s6 and stuff we need to find a better way to do this
return true;
auto& AllPlayerBuildableClasses = Get<TArray<UClass*>>(AllPlayerBuildableClassesOffset);
for (int j = 0; j < AllPlayerBuildableClasses.Num(); j++)
{
auto CurrentPlayerBuildableClass = AllPlayerBuildableClasses.at(j);
// LOG_INFO(LogDev, "CurrentPlayerBuildableClass: {}", CurrentPlayerBuildableClass->GetFullName());
if (CurrentPlayerBuildableClass == Class)
return true;
}
return false;
// I don't know why but I think these are empty
auto PlayerBuildableClasses = GetPlayerBuildableClasses();
int ArraySize = 4 - 1;
for (int i = 0; i < ArraySize; i++)
{
auto CurrentPlayerBuildableClassesArray = PlayerBuildableClasses[i].BuildingClasses;
for (int j = 0; j < CurrentPlayerBuildableClassesArray.Num(); j++)
{
auto CurrentPlayerBuildableClass = CurrentPlayerBuildableClassesArray.at(j);
LOG_INFO(LogDev, "CurrentPlayerBuildableClass: {}", CurrentPlayerBuildableClass->GetFullName());
if (CurrentPlayerBuildableClass == Class)
return true;
}
}
return false;
}
bool AFortGameStateAthena::IsRespawningAllowed(AFortPlayerState* PlayerState)
{
auto GameModeAthena = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
static auto IsRespawningAllowedFn = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateZone.IsRespawningAllowed");
LOG_INFO(LogDev, "IsRespawningAllowedFn: {}", __int64(IsRespawningAllowedFn));
if (!IsRespawningAllowedFn)
{
static auto CurrentPlaylistDataOffset = GetOffset("CurrentPlaylistData", false);
auto CurrentPlaylist = CurrentPlaylistDataOffset == -1 && Fortnite_Version < 6 ? nullptr : GetCurrentPlaylist();
if (!CurrentPlaylist)
return false;
static auto RespawnTypeOffset = CurrentPlaylist->GetOffset("RespawnType");
if (RespawnTypeOffset == -1)
return false;
auto& RespawnType = CurrentPlaylist->Get<uint8_t>(RespawnTypeOffset);
LOG_INFO(LogDev, "RespawnType: {}", (int)RespawnType);
if (RespawnType == 1)
return true;
if (RespawnType == 2) // InfiniteRespawnExceptStorm
{
static auto SafeZoneIndicatorOffset = GameModeAthena->GetOffset("SafeZoneIndicator");
auto SafeZoneIndicator = GameModeAthena->Get<AActor*>(SafeZoneIndicatorOffset);
if (!SafeZoneIndicator)
return true;
/*
10.40
bool __fastcall sub_7FF68F5A83A0(__int64 SafeZoneIndicator, float *a2)
{
__m128 v2; // xmm1
float v3; // xmm2_4
v2 = *(*(SafeZoneIndicator + 928) + 464i64);
v3 = _mm_shuffle_ps(v2, v2, 85).m128_f32[0];
return (*(SafeZoneIndicator + 924) * *(SafeZoneIndicator + 924)) >= (((v3 - a2[1]) * (v3 - a2[1]))
+ ((v2.m128_f32[0] - *a2) * (v2.m128_f32[0] - *a2)));
}
If this returns true, then return true
*/
return true; // Do this until we implement ^^
}
return false;
}
struct { AFortPlayerState* PlayerState; bool ReturnValue; } AFortGameStateZone_IsRespawningAllowed_Params{PlayerState};
this->ProcessEvent(IsRespawningAllowedFn, &AFortGameStateZone_IsRespawningAllowed_Params);
return AFortGameStateZone_IsRespawningAllowed_Params.ReturnValue;
}
void AFortGameStateAthena::OnRep_GamePhase()
{
EAthenaGamePhase OldGamePhase = GetGamePhase();
static auto OnRep_GamePhase = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateAthena.OnRep_GamePhase");
this->ProcessEvent(OnRep_GamePhase, &OldGamePhase);
}
void AFortGameStateAthena::OnRep_CurrentPlaylistInfo()
{
static auto OnRep_CurrentPlaylistData = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistData");
if (OnRep_CurrentPlaylistData)
{
this->ProcessEvent(OnRep_CurrentPlaylistData);
}
else
{
static auto OnRep_CurrentPlaylistInfo = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistInfo");
if (OnRep_CurrentPlaylistInfo)
this->ProcessEvent(OnRep_CurrentPlaylistInfo);
}
}
void AFortGameStateAthena::OnRep_PlayersLeft()
{
static auto OnRep_PlayersLeftFn = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateAthena.OnRep_PlayersLeft");
if (!OnRep_PlayersLeftFn)
return;
this->ProcessEvent(OnRep_PlayersLeftFn);
}
TeamsArrayContainer* AFortGameStateAthena::GetTeamsArrayContainer()
{
static auto FriendlyFireTypeOffset = GetOffset("FriendlyFireType");
static int Offset = -1;
if (Offset == -1)
{
Offset = FriendlyFireTypeOffset + 0x5;
}
return Offset != -1 ? (TeamsArrayContainer*)(__int64(this) + Offset) : nullptr;
}
UClass* AFortGameStateAthena::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortGameStateAthena");
return Class;
}