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https://github.com/Milxnor/Project-Reboot-3.0.git
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111 lines
4.2 KiB
C++
111 lines
4.2 KiB
C++
#include "AbilitySystemComponent.h"
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#include "NetSerialization.h"
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void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func)
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{
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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auto ActivatableAbilities = AbilitySystemComponent->GetPtr<FFastArraySerializer>(ActivatableAbilitiesOffset);
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static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
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auto Items = (TArray<__int64>*)(__int64(ActivatableAbilities) + ItemsOffset);
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static auto SpecSize = FGameplayAbilitySpec::GetStructSize();
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if (ActivatableAbilities && Items)
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{
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for (int i = 0; i < Items->Num(); i++)
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{
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auto CurrentSpec = (FGameplayAbilitySpec*)(__int64(Items->Data) + (static_cast<long long>(SpecSize) * i));
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func(CurrentSpec);
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}
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}
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}
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void InternalServerTryActivateAbility(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, /* bool InputPressed, */
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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
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{
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using UGameplayAbility = UObject;
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auto Spec = AbilitySystemComponent->FindAbilitySpecFromHandle(Handle);
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static auto CurrentOffset = FindOffsetStruct("/Script/GameplayAbilities.PredictionKey", "Current");
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if (!Spec)
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{
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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return;
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}
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// ConsumeAllReplicatedData(Handle, PredictionKey);
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const UGameplayAbility* AbilityToActivate = Spec->GetAbility();
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if (!AbilityToActivate)
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return;
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UGameplayAbility* InstancedAbility = nullptr;
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SetBitfield(Spec, 1, true); // InputPressed = true
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if (!AbilitySystemComponent->InternalTryActivateAbilityOriginal(AbilitySystemComponent, Handle, *(PadHex18*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData))
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{
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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SetBitfield(Spec, 1, false); // InputPressed = false
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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AbilitySystemComponent->Get<FFastArraySerializer>(ActivatableAbilitiesOffset).MarkItemDirty(Spec);
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}
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}
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FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass)
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{
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auto NewSpec = MakeNewSpec(AbilityClass);
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// LOG_INFO(LogDev, "Made spec!");
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FGameplayAbilitySpecHandle Handle;
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GiveAbilityOriginal(this, &Handle, __int64(NewSpec));
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return Handle;
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}
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FGameplayAbilitySpec* UAbilitySystemComponent::FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle)
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{
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FGameplayAbilitySpec* SpecToReturn = nullptr;
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auto compareHandles = [&Handle, &SpecToReturn](FGameplayAbilitySpec* Spec) {
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auto& CurrentHandle = Spec->GetHandle();
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if (CurrentHandle.Handle == Handle.Handle)
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{
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SpecToReturn = Spec;
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return;
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}
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};
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LoopSpecs(this, compareHandles);
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return SpecToReturn;
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent,
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FGameplayAbilitySpecHandle Handle, bool InputPressed, FPredictionKey PredictionKey)
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{
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */ &PredictionKey, nullptr);
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityWithEventDataHook(UAbilitySystemComponent* AbilitySystemComponent,
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FGameplayAbilitySpecHandle Handle, bool InputPressed, FPredictionKey PredictionKey, FGameplayEventData TriggerEventData)
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{
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */
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&PredictionKey, &TriggerEventData);
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}
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void UAbilitySystemComponent::ServerAbilityRPCBatchHook(UAbilitySystemComponent* AbilitySystemComponent, __int64 BatchInfo)
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{
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static auto AbilitySpecHandleOffset = 0x0;
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static auto PredictionKeyOffset = 0x0008;
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InternalServerTryActivateAbility(AbilitySystemComponent, *(FGameplayAbilitySpecHandle*)(__int64(BatchInfo) + AbilitySpecHandleOffset),
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/* InputPressed, */ (FPredictionKey*)(__int64(BatchInfo) + PredictionKeyOffset), nullptr);
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} |