Files
Project-Reboot-3.0/Project Reboot 3.0/FortAbilitySet.h
Milxnor 0d7b45cbbc a bit
start work on vending machines, fix some playlist specific things, fixed a bug with <s5 playlist looting,
2023-04-08 19:05:06 -04:00

72 lines
2.9 KiB
C++

#pragma once
#include "AbilitySystemComponent.h"
#include "reboot.h"
#include "SoftObjectPtr.h"
struct FGameplayEffectApplicationInfoHard
{
public:
UClass* GameplayEffect; // 0x0(0x8)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float Level;
};
struct FGameplayEffectApplicationInfo
{
TSoftObjectPtr<UClass> GameplayEffect; // 0x0000(0x0028) UNKNOWN PROPERTY: SoftClassProperty FortniteGame.GameplayEffectApplicationInfo.GameplayEffect
float Level; // 0x0028(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
unsigned char UnknownData01[0x4]; // 0x002C(0x0004) MISSED OFFSET
};
class UFortAbilitySet : public UObject
{
public:
void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
{
static auto GameplayAbilitiesOffset = this->GetOffset("GameplayAbilities");
auto GameplayAbilities = this->GetPtr<TArray<UClass*>>(GameplayAbilitiesOffset);
for (int i = 0; i < GameplayAbilities->Num(); i++)
{
UClass* AbilityClass = GameplayAbilities->At(i);
if (!AbilityClass)
continue;
LOG_INFO(LogDev, "Giving AbilityClass {}", AbilityClass->GetFullName());
AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
}
static auto GameplayEffectApplicationInfoHardStruct = FindObject<UStruct>("/Script/FortniteGame.GameplayEffectApplicationInfoHard");
if (!GameplayEffectApplicationInfoHardStruct)
return;
static auto GameplayEffectApplicationInfoHardSize = GameplayEffectApplicationInfoHardStruct->GetPropertiesSize();
static auto GrantedGameplayEffectsOffset = this->GetOffset("GrantedGameplayEffects");
auto GrantedGameplayEffects = this->GetPtr<TArray<FGameplayEffectApplicationInfoHard>>(GrantedGameplayEffectsOffset);
for (int i = 0; i < GrantedGameplayEffects->Num(); i++)
{
auto& EffectToGrant = GrantedGameplayEffects->at(i, GameplayEffectApplicationInfoHardSize);
if (!EffectToGrant.GameplayEffect)
{
continue;
}
LOG_INFO(LogDev, "Giving GameplayEffect {}", EffectToGrant.GameplayEffect->GetFullName());
// UObject* GameplayEffect = EffectToGrant.GameplayEffect->CreateDefaultObject();
FGameplayEffectContextHandle EffectContext{}; // AbilitySystemComponent->MakeEffectContext()
AbilitySystemComponent->ApplyGameplayEffectToSelf(EffectToGrant.GameplayEffect, EffectToGrant.Level, EffectContext);
}
}
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortAbilitySet");
return Class;
}
};