Files
Project-Reboot-3.0/Project Reboot 3.0/AbilitySystemComponent_Abilities.cpp
Milxnor 0ca1350d92 respawn toggle
toggling respawn,  auto parachute height changer changer, fixed issue with characterparts, fixed lategame on s8, added cheat commands
2023-06-23 15:00:53 -04:00

270 lines
12 KiB
C++

#include "AbilitySystemComponent.h"
#include "NetSerialization.h"
#include "Actor.h"
#include "FortPawn.h"
#include "FortPlayerController.h"
#include "FortPlayerStateAthena.h"
void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func)
{
static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
auto ActivatableAbilities = AbilitySystemComponent->GetPtr<FFastArraySerializer>(ActivatableAbilitiesOffset);
static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
auto Items = (TArray<FGameplayAbilitySpec>*)(__int64(ActivatableAbilities) + ItemsOffset);
static auto SpecSize = FGameplayAbilitySpec::GetStructSize();
if (ActivatableAbilities && Items)
{
for (int i = 0; i < Items->Num(); ++i)
{
auto CurrentSpec = Items->AtPtr(i, SpecSize); // (FGameplayAbilitySpec*)(__int64(Items->Data) + (static_cast<long long>(SpecSize) * i));
func(CurrentSpec);
}
}
}
FActiveGameplayEffectHandle UAbilitySystemComponent::ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext)
{
static auto BP_ApplyGameplayEffectToSelfFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.BP_ApplyGameplayEffectToSelf");
struct
{
UClass* GameplayEffectClass; // (Parm, ZeroConstructor, IsPlainOldData)
float Level; // (Parm, ZeroConstructor, IsPlainOldData)
FGameplayEffectContextHandle EffectContext; // (Parm)
FActiveGameplayEffectHandle ReturnValue; // (Parm, OutParm, ReturnParm)
}UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params{GameplayEffectClass, Level, EffectContext};
this->ProcessEvent(BP_ApplyGameplayEffectToSelfFn, &UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params);
return UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params.ReturnValue;
}
/* FGameplayEffectContextHandle UAbilitySystemComponent::MakeEffectContext()
{
static auto MakeEffectContextFn = FindObject<UFunction>("/Script/GameplayAbilities.AbilitySystemComponent.MakeEffectContext");
FGameplayEffectContextHandle ContextHandle;
this->ProcessEvent(MakeEffectContextFn, &ContextHandle);
return ContextHandle;
} */
void UAbilitySystemComponent::ServerEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo, FPredictionKey* PredictionKey)
{
static auto ServerEndAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility");
auto Params = Alloc<void>(ServerEndAbilityFn->GetPropertiesSize());
if (!Params)
return;
static auto AbilityToEndOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "AbilityToEnd");
static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "ActivationInfo");
static auto PredictionKeyOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "PredictionKey");
*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToEndOffset) = AbilityToEnd;
CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
CopyStruct((FPredictionKey*)(__int64(Params) + PredictionKeyOffset), PredictionKey, FPredictionKey::GetStructSize());
this->ProcessEvent(ServerEndAbilityFn, Params);
VirtualFree(Params, 0, MEM_RELEASE);
}
void UAbilitySystemComponent::ClientEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo)
{
static auto ClientEndAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility");
auto Params = Alloc(ClientEndAbilityFn->GetPropertiesSize());
static auto AbilityToEndOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility", "AbilityToEnd");
static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility", "ActivationInfo");
*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToEndOffset) = AbilityToEnd;
CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
this->ProcessEvent(ClientEndAbilityFn, Params);
VirtualFree(Params, 0, MEM_RELEASE);
}
void UAbilitySystemComponent::ClientCancelAbility(FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo* ActivationInfo)
{
static auto ClientCancelAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility");
auto Params = Alloc(ClientCancelAbilityFn->GetPropertiesSize());
static auto AbilityToCancelOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility", "AbilityToCancel");
static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility", "ActivationInfo");
*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToCancelOffset) = AbilityToCancel;
CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
this->ProcessEvent(ClientCancelAbilityFn, Params);
VirtualFree(Params, 0, MEM_RELEASE);
}
bool UAbilitySystemComponent::HasAbility(UObject* DefaultAbility)
{
auto ActivatableAbilities = GetActivatableAbilities();
auto& Items = ActivatableAbilities->GetItems();
for (int i = 0; i < Items.Num(); ++i)
{
auto Spec = Items.AtPtr(i, FGameplayAbilitySpec::GetStructSize());
if (Spec->GetAbility() == DefaultAbility)
return true;
}
return false;
}
void UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator)
{
static auto RemoveActiveGameplayEffectBySourceEffectFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.RemoveActiveGameplayEffectBySourceEffect");
struct { UClass* GameplayEffect; UObject* InstigatorAbilitySystemComponent; int StacksToRemove; } UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params{ GEClass, Instigator, StacksToRemove };
this->ProcessEvent(RemoveActiveGameplayEffectBySourceEffectFn, &UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params);
}
void UAbilitySystemComponent::ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey)
{
// static auto AbilityTargetDataMapOffset = ActivatableAbilitiesOffset + FGameplayAbilitySpecContainerSize ?
return;
}
void UAbilitySystemComponent::InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData) // https://github.com/EpicGames/UnrealEngine/blob/4.23/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp#L1445
{
using UGameplayAbility = UObject;
auto Spec = AbilitySystemComponent->FindAbilitySpecFromHandle(Handle);
static auto PredictionKeyStruct = FindObject<UStruct>(L"/Script/GameplayAbilities.PredictionKey");
static auto PredictionKeySize = PredictionKeyStruct->GetPropertiesSize();
static auto CurrentOffset = FindOffsetStruct("/Script/GameplayAbilities.PredictionKey", "Current");
if (!Spec)
{
LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of ability with invalid SpecHandle!");
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
return;
}
AbilitySystemComponent->ConsumeAllReplicatedData(Handle, (FPredictionKey*)PredictionKey);
/* const */ UGameplayAbility * AbilityToActivate = Spec->GetAbility();
if (!AbilityToActivate)
{
LOG_ERROR(LogAbilities, "InternalServerTryActiveAbility. Rejecting ClientActivation of unconfigured spec ability!");
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
return;
}
static auto InputPressedOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpec", "InputPressed");
UGameplayAbility* InstancedAbility = nullptr;
SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, true); // InputPressed = true
bool res = false;
if (PredictionKeySize == 0x10)
res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal(AbilitySystemComponent, Handle, *(PadHex10*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
else if (PredictionKeySize == 0x18)
res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal2(AbilitySystemComponent, Handle, *(PadHex18*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
else
LOG_ERROR(LogAbilities, "Prediction key size does not match with any of them!");
if (!res)
{
LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of {}. InternalTryActivateAbility failed: ", AbilityToActivate->GetName());
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, false); // InputPressed = false
AbilitySystemComponent->GetActivatableAbilities()->MarkItemDirty(Spec);
}
else
{
// LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Activated {}", AbilityToActivate->GetName());
}
}
FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass, UObject* SourceObject, bool bDoNotRegive)
{
if (!AbilityClass)
{
LOG_WARN(LogAbilities, "Invalid AbilityClass passed into GiveAbilityEasy!");
return FGameplayAbilitySpecHandle();
}
// LOG_INFO(LogDev, "Making spec!");
auto DefaultAbility = AbilityClass->CreateDefaultObject();
if (!DefaultAbility)
return FGameplayAbilitySpecHandle();
if (bDoNotRegive && HasAbility(DefaultAbility))
return FGameplayAbilitySpecHandle();
auto NewSpec = MakeNewSpec((UClass*)DefaultAbility, SourceObject, true);
// LOG_INFO(LogDev, "Made spec!");
FGameplayAbilitySpecHandle Handle;
GiveAbilityOriginal(this, &Handle, __int64(NewSpec));
return Handle;
}
FGameplayAbilitySpec* UAbilitySystemComponent::FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle)
{
FGameplayAbilitySpec* SpecToReturn = nullptr;
auto compareHandles = [&Handle, &SpecToReturn](FGameplayAbilitySpec* Spec) {
auto& CurrentHandle = Spec->GetHandle();
if (CurrentHandle.Handle == Handle.Handle)
{
SpecToReturn = Spec;
return;
}
};
LoopSpecs(this, compareHandles);
return SpecToReturn;
}
void UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect(UClass* GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int StacksToRemove)
{
static auto RemoveActiveGameplayEffectBySourceEffectFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.RemoveActiveGameplayEffectBySourceEffect");
struct
{
UClass* GameplayEffect; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UAbilitySystemComponent* InstigatorAbilitySystemComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int StacksToRemove; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params{GameplayEffect, InstigatorAbilitySystemComponent, StacksToRemove};
this->ProcessEvent(RemoveActiveGameplayEffectBySourceEffectFn, &UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params);
}
void UAbilitySystemComponent::ClearAbility(const FGameplayAbilitySpecHandle& Handle)
{
if (!Addresses::ClearAbility)
{
LOG_INFO(LogDev, "Invalid clear ability!");
return;
}
static void (*ClearAbilityOriginal)(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAbilitySpecHandle& Handle) = decltype(ClearAbilityOriginal)(Addresses::ClearAbility);
ClearAbilityOriginal(this, Handle);
}