mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
almost finish rebooting (im going insane), performance, increase llama spawn radius, remove auto restart for a little bit
195 lines
6.5 KiB
C++
195 lines
6.5 KiB
C++
#pragma once
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#include "FortPlayerController.h"
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#include "FortPlayerStateAthena.h"
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#include "FortPlayerPawn.h"
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#include "SoftObjectPtr.h"
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#include "FortKismetLibrary.h"
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#include "AthenaMarkerComponent.h"
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#include "FortVolume.h"
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static void ApplyHID(AFortPlayerPawn* Pawn, UObject* HeroDefinition)
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{
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using UFortHeroSpecialization = UObject;
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static auto SpecializationsOffset = HeroDefinition->GetOffset("Specializations");
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auto& Specializations = HeroDefinition->Get<TArray<TSoftObjectPtr<UFortHeroSpecialization>>>(SpecializationsOffset);
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auto PlayerState = Pawn->GetPlayerState();
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for (int i = 0; i < Specializations.Num(); i++)
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{
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auto& SpecializationSoft = Specializations.at(i);
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static auto FortHeroSpecializationClass = FindObject<UClass>("/Script/FortniteGame.FortHeroSpecialization");
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auto Specialization = SpecializationSoft.Get(FortHeroSpecializationClass, true);
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if (Specialization)
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{
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static auto Specialization_CharacterPartsOffset = Specialization->GetOffset("CharacterParts");
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auto& CharacterParts = Specialization->Get<TArray<TSoftObjectPtr<UObject>>>(Specialization_CharacterPartsOffset);
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static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
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/* if (bUseServerChoosePart)
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{
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for (int z = 0; z < CharacterParts.Num(); z++)
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{
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Pawn->ServerChoosePart((EFortCustomPartType)z, CharacterParts.at(z).Get(CustomCharacterPartClass, true));
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}
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continue; // hm?
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} */
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bool aa;
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TArray<UObject*> CharacterPartsaa;
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for (int z = 0; z < CharacterParts.Num(); z++)
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{
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auto& CharacterPartSoft = CharacterParts.at(z, GetSoftObjectSize());
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auto CharacterPart = CharacterPartSoft.Get(CustomCharacterPartClass, true);
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CharacterPartsaa.Add(CharacterPart);
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continue;
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}
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UFortKismetLibrary::ApplyCharacterCosmetics(GetWorld(), CharacterPartsaa, PlayerState, &aa);
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CharacterPartsaa.Free();
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}
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}
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}
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static bool ApplyCID(AFortPlayerPawn* Pawn, UObject* CID, bool bUseServerChoosePart = false)
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{
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if (!CID)
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return false;
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auto PlayerController = Cast<AFortPlayerController>(Pawn->GetController());
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if (!PlayerController)
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return false;
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/* auto PCCosmeticLoadout = PlayerController->GetCosmeticLoadout();
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if (!PCCosmeticLoadout)
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{
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LOG_INFO(LogCosmetics, "PCCosmeticLoadout is not set! Will not be able to apply skin.");
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return false;
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}
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auto PawnCosmeticLoadout = PlayerController->GetCosmeticLoadout();
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if (!PawnCosmeticLoadout)
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{
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LOG_INFO(LogCosmetics, "PawnCosmeticLoadout is not set! Will not be able to apply skin.");
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return false;
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}
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PCCosmeticLoadout->GetCharacter() = CID;
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PawnCosmeticLoadout->GetCharacter() = CID;
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PlayerController->ApplyCosmeticLoadout(); // would cause recursive
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return true; */
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if (Fortnite_Version == 1.72)
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return false;
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static auto HeroDefinitionOffset = CID->GetOffset("HeroDefinition");
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auto HeroDefinition = CID->Get(HeroDefinitionOffset);
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ApplyHID(Pawn, HeroDefinition);
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// static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
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// PlayerState->Get(HeroTypeOffset) = HeroDefinition;
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return true;
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}
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struct FGhostModeRepData
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{
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bool& IsInGhostMode()
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{
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static auto bInGhostModeOffset = FindOffsetStruct("/Script/FortniteGame.GhostModeRepData", "bInGhostMode");
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return *(bool*)(__int64(this) + bInGhostModeOffset);
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}
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UFortWorldItemDefinition*& GetGhostModeItemDef()
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{
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static auto GhostModeItemDefOffset = FindOffsetStruct("/Script/FortniteGame.GhostModeRepData", "GhostModeItemDef");
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return *(UFortWorldItemDefinition**)(__int64(this) + GhostModeItemDefOffset);
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}
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};
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class AFortPlayerControllerAthena : public AFortPlayerController
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{
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public:
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static inline void (*GetPlayerViewPointOriginal)(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation);
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static inline void (*ServerReadyToStartMatchOriginal)(AFortPlayerControllerAthena* PlayerController);
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static inline void (*ServerRequestSeatChangeOriginal)(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex);
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static inline void (*EnterAircraftOriginal)(UObject* PC, AActor* Aircraft);
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static inline void (*StartGhostModeOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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static inline void (*EndGhostModeOriginal)(AFortPlayerControllerAthena* PlayerController);
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class UAthenaResurrectionComponent*& GetResurrectionComponent()
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{
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static auto ResurrectionComponentOffset = GetOffset("ResurrectionComponent");
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return Get<class UAthenaResurrectionComponent*>(ResurrectionComponentOffset);
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}
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AFortPlayerStateAthena* GetPlayerStateAthena()
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{
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return (AFortPlayerStateAthena*)GetPlayerState();
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}
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FGhostModeRepData* GetGhostModeRepData()
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{
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static auto GhostModeRepDataOffset = GetOffset("GhostModeRepData", false);
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if (GhostModeRepDataOffset == -1)
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return nullptr;
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return GetPtr<FGhostModeRepData>(GhostModeRepDataOffset);
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}
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bool IsInGhostMode()
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{
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auto GhostModeRepData = GetGhostModeRepData();
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if (!GhostModeRepData)
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return false;
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return GhostModeRepData->IsInGhostMode();
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}
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UAthenaMarkerComponent* GetMarkerComponent()
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{
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static auto MarkerComponentOffset = GetOffset("MarkerComponent");
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return Get<UAthenaMarkerComponent*>(MarkerComponentOffset);
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}
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AFortVolume*& GetCreativePlotLinkedVolume()
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{
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static auto CreativePlotLinkedVolumeOffset = GetOffset("CreativePlotLinkedVolume");
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return Get<AFortVolume*>(CreativePlotLinkedVolumeOffset);
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}
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static void StartGhostModeHook(UObject* Context, FFrame* Stack, void* Ret); // we could native hook this but eh
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static void EndGhostModeHook(AFortPlayerControllerAthena* PlayerController);
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static void EnterAircraftHook(UObject* PC, AActor* Aircraft);
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static void ServerRequestSeatChangeHook(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex); // actually in zone
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static void ServerRestartPlayerHook(AFortPlayerControllerAthena* Controller);
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static void ServerGiveCreativeItemHook(AFortPlayerControllerAthena* Controller, FFortItemEntry CreativeItem);
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static void ServerTeleportToPlaygroundLobbyIslandHook(AFortPlayerControllerAthena* Controller);
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static void ServerAcknowledgePossessionHook(APlayerController* Controller, APawn* Pawn);
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static void ServerPlaySquadQuickChatMessageHook(AFortPlayerControllerAthena* PlayerController, __int64 ChatEntry, __int64 SenderID);
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static void GetPlayerViewPointHook(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation);
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static void ServerReadyToStartMatchHook(AFortPlayerControllerAthena* PlayerController);
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerControllerAthena");
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return Class;
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}
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}; |