mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
toggling respawn, auto parachute height changer changer, fixed issue with characterparts, fixed lategame on s8, added cheat commands
164 lines
5.2 KiB
C++
164 lines
5.2 KiB
C++
#pragma once
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#include <random>
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#include "Actor.h"
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#include "GameplayAbilityTypes.h"
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#include "DataTableFunctionLibrary.h"
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#include "SoftObjectPtr.h"
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static inline float CalcuateCurveMinAndMax(FScalableFloat* Min, FScalableFloat* Max, float Multiplier = 100.f) // returns 000 not 0.00 (forgot techinal name for this)
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{
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float MinSpawnPercent = UDataTableFunctionLibrary::EvaluateCurveTableRow(Min->GetCurve().CurveTable, Min->GetCurve().RowName, 0);
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float MaxSpawnPercent = UDataTableFunctionLibrary::EvaluateCurveTableRow(Max->GetCurve().CurveTable, Max->GetCurve().RowName, 0);
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std::random_device MinMaxRd;
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std::mt19937 MinMaxGen(MinMaxRd());
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std::uniform_int_distribution<> MinMaxDis(MinSpawnPercent * Multiplier, MaxSpawnPercent * Multiplier + 1); // + 1 ?
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float SpawnPercent = MinMaxDis(MinMaxGen);
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return SpawnPercent;
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}
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struct FBuildingGameplayActorSpawnDetails
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{
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>("/Script/FortniteGame.BuildingGameplayActorSpawnDetails");
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return Struct;
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}
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static int GetStructSize() { return GetStruct()->GetPropertiesSize(); }
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FScalableFloat* GetSpawnHeight()
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{
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static auto SpawnHeightOffset = FindOffsetStruct("/Script/FortniteGame.BuildingGameplayActorSpawnDetails", "SpawnHeight");
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return (FScalableFloat*)(__int64(this) + SpawnHeightOffset);
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}
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UClass*& GetBuildingGameplayActorClass()
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{
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static auto BuildingGameplayActorClassOffset = FindOffsetStruct("/Script/FortniteGame.BuildingGameplayActorSpawnDetails", "BuildingGameplayActorClass");
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return *(UClass**)(__int64(this) + BuildingGameplayActorClassOffset);
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}
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UClass*& GetTargetActorClass()
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{
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static auto TargetActorClassOffset = FindOffsetStruct("/Script/FortniteGame.BuildingGameplayActorSpawnDetails", "TargetActorClass");
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return *(UClass**)(__int64(this) + TargetActorClassOffset);
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}
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};
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struct FVehicleClassDetails
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{
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>(L"/Script/FortniteGame.VehicleClassDetails");
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return Struct;
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}
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static int GetStructSize() { return GetStruct()->GetPropertiesSize(); }
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TSoftObjectPtr<UClass>& GetVehicleClass()
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{
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static auto VehicleClassOffset = FindOffsetStruct("/Script/FortniteGame.VehicleClassDetails", "VehicleClass");
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return *(TSoftObjectPtr<UClass>*)(__int64(this) + VehicleClassOffset);
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}
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FScalableFloat* GetVehicleMinSpawnPercent()
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{
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static auto VehicleMinSpawnPercentOffset = FindOffsetStruct("/Script/FortniteGame.VehicleClassDetails", "VehicleMinSpawnPercent");
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return (FScalableFloat*)(__int64(this) + VehicleMinSpawnPercentOffset);
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}
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FScalableFloat* GetVehicleMaxSpawnPercent()
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{
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static auto VehicleMaxSpawnPercentOffset = FindOffsetStruct("/Script/FortniteGame.VehicleClassDetails", "VehicleMaxSpawnPercent");
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return (FScalableFloat*)(__int64(this) + VehicleMaxSpawnPercentOffset);
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}
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};
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class AFortAthenaMapInfo : public AActor
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{
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public:
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TArray<FVehicleClassDetails>& GetVehicleClassDetails()
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{
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static auto VehicleClassDetailsOffset = GetOffset("VehicleClassDetails");
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return Get<TArray<FVehicleClassDetails>>(VehicleClassDetailsOffset);
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}
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UClass*& GetAmmoBoxClass()
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{
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static auto AmmoBoxClassOffset = GetOffset("AmmoBoxClass");
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return Get<UClass*>(AmmoBoxClassOffset);
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}
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FScalableFloat* GetAmmoBoxMinSpawnPercent()
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{
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static auto AmmoBoxMinSpawnPercentOffset = GetOffset("AmmoBoxMinSpawnPercent");
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return GetPtr<FScalableFloat>(AmmoBoxMinSpawnPercentOffset);
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}
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FScalableFloat* GetAmmoBoxMaxSpawnPercent()
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{
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static auto AmmoBoxMaxSpawnPercentOffset = GetOffset("AmmoBoxMaxSpawnPercent");
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return GetPtr<FScalableFloat>(AmmoBoxMaxSpawnPercentOffset);
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}
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UClass*& GetTreasureChestClass()
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{
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static auto TreasureChestClassOffset = GetOffset("TreasureChestClass");
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return Get<UClass*>(TreasureChestClassOffset);
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}
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FScalableFloat* GetTreasureChestMinSpawnPercent()
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{
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static auto TreasureChestMinSpawnPercentOffset = GetOffset("TreasureChestMinSpawnPercent");
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return GetPtr<FScalableFloat>(TreasureChestMinSpawnPercentOffset);
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}
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FScalableFloat* GetTreasureChestMaxSpawnPercent()
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{
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static auto TreasureChestMaxSpawnPercentOffset = GetOffset("TreasureChestMaxSpawnPercent");
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return GetPtr<FScalableFloat>(TreasureChestMaxSpawnPercentOffset);
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}
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TArray<FBuildingGameplayActorSpawnDetails>& GetBuildingGameplayActorSpawnDetails()
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{
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static auto BuildingGameplayActorSpawnDetailsOffset = GetOffset("BuildingGameplayActorSpawnDetails");
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return Get<TArray<FBuildingGameplayActorSpawnDetails>>(BuildingGameplayActorSpawnDetailsOffset);
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}
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FScalableFloat* GetLlamaQuantityMin()
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{
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static auto LlamaQuantityMinOffset = GetOffset("LlamaQuantityMin");
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return GetPtr<FScalableFloat>(LlamaQuantityMinOffset);
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}
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FScalableFloat* GetLlamaQuantityMax()
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{
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static auto LlamaQuantityMaxOffset = GetOffset("LlamaQuantityMax");
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return GetPtr<FScalableFloat>(LlamaQuantityMaxOffset);
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}
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UClass* GetLlamaClass()
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{
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static auto LlamaClassOffset = GetOffset("LlamaClass", false);
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if (LlamaClassOffset == -1)
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return nullptr;
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return Get<UClass*>(LlamaClassOffset);
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}
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AActor*& GetAircraftDropVolume() // actually AVolume
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{
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static auto AircraftDropVolumeOffset = GetOffset("AircraftDropVolume");
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return Get<AActor*>(AircraftDropVolumeOffset);
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}
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FVector PickSupplyDropLocation(FVector Center, float Radius);
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void SpawnLlamas();
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}; |