Files
Project-Reboot-3.0/Project Reboot 3.0/FortPlayerControllerAthena.cpp
Milxnor 0ed3615415 a bit
add experimental lategame, removed some unnecessary logs
2023-04-18 22:21:56 -04:00

210 lines
8.1 KiB
C++

#include "FortPlayerControllerAthena.h"
#include "FortPlayerPawn.h"
#include "FortKismetLibrary.h"
#include "SoftObjectPtr.h"
#include "globals.h"
#include "GameplayStatics.h"
#include "hooking.h"
void AFortPlayerControllerAthena::ServerRequestSeatChangeHook(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex)
{
auto Pawn = Cast<AFortPlayerPawn>(PlayerController->GetPawn());
if (!Pawn)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
auto Vehicle = Pawn->GetVehicle();
if (!Vehicle)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
auto OldVehicleWeaponDefinition = Pawn->GetVehicleWeaponDefinition(Vehicle);
LOG_INFO(LogDev, "OldVehicleWeaponDefinition: {}", OldVehicleWeaponDefinition ? OldVehicleWeaponDefinition->GetFullName() : "BadRead");
if (!OldVehicleWeaponDefinition)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
auto OldVehicleWeaponInstance = WorldInventory->FindItemInstance(OldVehicleWeaponDefinition);
if (OldVehicleWeaponInstance)
{
bool bShouldUpdate = false;
WorldInventory->RemoveItem(OldVehicleWeaponInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, OldVehicleWeaponInstance->GetItemEntry()->GetCount(), true);
if (bShouldUpdate)
WorldInventory->Update();
}
auto RequestingVehicleWeaponDefinition = Vehicle->GetVehicleWeaponForSeat(TargetSeatIndex);
if (!RequestingVehicleWeaponDefinition)
{
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
if (!PickaxeInstance)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
AFortPlayerController::ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid()); // Bad, we should equip the last weapon.
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
}
auto NewAndModifiedInstances = WorldInventory->AddItem(RequestingVehicleWeaponDefinition, nullptr);
auto RequestedVehicleInstance = NewAndModifiedInstances.first[0];
if (!RequestedVehicleInstance)
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
WorldInventory->Update();
auto RequestedVehicleWeapon = Pawn->EquipWeaponDefinition(RequestingVehicleWeaponDefinition, RequestedVehicleInstance->GetItemEntry()->GetItemGuid());
return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
}
void AFortPlayerControllerAthena::ServerRestartPlayerHook(AFortPlayerControllerAthena* Controller)
{
static auto FortPlayerControllerZoneDefault = FindObject<UClass>(L"/Script/FortniteGame.Default__FortPlayerControllerZone");
static auto ServerRestartPlayerFn = FindObject<UFunction>(L"/Script/Engine.PlayerController.ServerRestartPlayer");
static auto ZoneServerRestartPlayer = __int64(FortPlayerControllerZoneDefault->VFTable[GetFunctionIdxOrPtr(ServerRestartPlayerFn) / 8]);
static void (*ZoneServerRestartPlayerOriginal)(AFortPlayerController*) = decltype(ZoneServerRestartPlayerOriginal)(__int64(ZoneServerRestartPlayer));
LOG_INFO(LogDev, "Call 0x{:x}!", ZoneServerRestartPlayer - __int64(_ReturnAddress()));
return ZoneServerRestartPlayerOriginal(Controller);
}
void AFortPlayerControllerAthena::ServerGiveCreativeItemHook(AFortPlayerControllerAthena* Controller, FFortItemEntry CreativeItem)
{
// Don't worry, the validate has a check if it is a creative enabled mode or not, but we need to add a volume check and permission check I think.
auto CreativeItemPtr = &CreativeItem;
auto ItemDefinition = CreativeItemPtr->GetItemDefinition();
if (!ItemDefinition)
return;
bool bShouldUpdate = false;
auto LoadedAmmo = -1; // CreativeItemPtr->GetLoadedAmmo()
Controller->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, CreativeItemPtr->GetCount(), LoadedAmmo, false);
if (bShouldUpdate)
Controller->GetWorldInventory()->Update(Controller);
}
void AFortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIslandHook(AFortPlayerControllerAthena* Controller)
{
auto Pawn = Controller->GetMyFortPawn();
if (!Pawn)
return;
static auto FortPlayerStartCreativeClass = FindObject<UClass>("/Script/FortniteGame.FortPlayerStartCreative");
auto AllCreativePlayerStarts = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortPlayerStartCreativeClass);
for (int i = 0; i < AllCreativePlayerStarts.Num(); i++)
{
auto CurrentPlayerStart = AllCreativePlayerStarts.at(i);
static auto PlayerStartTagsOffset = CurrentPlayerStart->GetOffset("PlayerStartTags");
auto bHasSpawnTag = CurrentPlayerStart->Get<FGameplayTagContainer>(PlayerStartTagsOffset).Contains("Playground.LobbyIsland.Spawn");
if (!bHasSpawnTag)
continue;
Pawn->TeleportTo(CurrentPlayerStart->GetActorLocation(), Pawn->GetActorRotation());
break;
}
AllCreativePlayerStarts.Free();
}
void AFortPlayerControllerAthena::ServerAcknowledgePossessionHook(APlayerController* Controller, APawn* Pawn)
{
static auto AcknowledgedPawnOffset = Controller->GetOffset("AcknowledgedPawn");
Controller->Get<APawn*>(AcknowledgedPawnOffset) = Pawn;
auto ControllerAsFort = Cast<AFortPlayerController>(Controller);
auto PawnAsFort = Cast<AFortPlayerPawn>(Pawn);
auto PlayerStateAsFort = Cast<AFortPlayerState>(Pawn->GetPlayerState());
if (!PawnAsFort)
return;
if (Globals::bNoMCP)
{
static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
static auto backpackPart = LoadObject("/Game/Characters/CharacterParts/Backpacks/NoBackpack.NoBackpack", CustomCharacterPartClass);
// PawnAsFort->ServerChoosePart(EFortCustomPartType::Backpack, backpackPart);
return;
}
ControllerAsFort->ApplyCosmeticLoadout();
}
void AFortPlayerControllerAthena::ServerPlaySquadQuickChatMessageHook(AFortPlayerControllerAthena* PlayerController, __int64 ChatEntry, __int64 SenderID)
{
using UAthenaEmojiItemDefinition = UFortItemDefinition;
static auto EmojiComm = FindObject<UAthenaEmojiItemDefinition>("/Game/Athena/Items/Cosmetics/Dances/Emoji/Emoji_Comm.Emoji_Comm");
PlayerController->ServerPlayEmoteItemHook(PlayerController, EmojiComm);
}
void AFortPlayerControllerAthena::GetPlayerViewPointHook(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation)
{
// I don't know why but GetActorEyesViewPoint only works on some versions.
/* static auto GetActorEyesViewPointFn = FindObject<UFunction>(L"/Script/Engine.Actor.GetActorEyesViewPoint");
static auto GetActorEyesViewPointIndex = GetFunctionIdxOrPtr(GetActorEyesViewPointFn) / 8;
void (*GetActorEyesViewPointOriginal)(AActor* Actor, FVector* OutLocation, FRotator* OutRotation) = decltype(GetActorEyesViewPointOriginal)(PlayerController->VFTable[GetActorEyesViewPointIndex]);
return GetActorEyesViewPointOriginal(PlayerController, &Location, &Rotation); */
if (auto MyFortPawn = PlayerController->GetMyFortPawn())
{
Location = MyFortPawn->GetActorLocation();
Rotation = PlayerController->GetControlRotation();
return;
}
return AFortPlayerControllerAthena::GetPlayerViewPointOriginal(PlayerController, Location, Rotation);
}
void AFortPlayerControllerAthena::ServerReadyToStartMatchHook(AFortPlayerControllerAthena* PlayerController)
{
LOG_INFO(LogDev, "ServerReadyToStartMatch!");
if (Fortnite_Version <= 2.5) // techinally we should do this at the end of OnReadyToStartMatch
{
static auto QuickBarsOffset = PlayerController->GetOffset("QuickBars", false);
if (QuickBarsOffset != -1)
{
auto& QuickBars = PlayerController->Get<AActor*>(QuickBarsOffset);
LOG_INFO(LogDev, "QuickBarsOld: {}", __int64(QuickBars));
if (QuickBars)
return ServerReadyToStartMatchOriginal(PlayerController);
static auto FortQuickBarsClass = FindObject<UClass>("/Script/FortniteGame.FortQuickBars");
QuickBars = GetWorld()->SpawnActor<AActor>(FortQuickBarsClass);
LOG_INFO(LogDev, "QuickBarsNew: {}", __int64(QuickBars));
if (!QuickBars)
return ServerReadyToStartMatchOriginal(PlayerController);
PlayerController->Get<AActor*>(QuickBarsOffset)->SetOwner(PlayerController);
}
}
return ServerReadyToStartMatchOriginal(PlayerController);
}