Files
Project-Reboot-3.0/Project Reboot 3.0/vehicles.h
2023-03-19 11:44:05 -04:00

199 lines
7.3 KiB
C++

#pragma once
#include "reboot.h"
#include "Stack.h"
#include "Actor.h"
#include "hooking.h"
#include "SoftObjectPtr.h"
// Vehicle class name changes multiple times across versions, so I made it it's own file.
static inline void ServerVehicleUpdate(UObject* Context, FFrame& Stack, void* Ret)
{
auto Params = Stack.Locals;
auto Vehicle = Cast<AActor>(Context);
static auto RootComponentOffset = Vehicle->GetOffset("RootComponent");
auto Mesh = /* Cast<UPrimitiveComponent> */(Vehicle->Get(RootComponentOffset));
FTransform Transform{};
static std::string StateStructName = FindObject("/Script/FortniteGame.ReplicatedPhysicsPawnState") ? "/Script/FortniteGame.ReplicatedPhysicsPawnState" : "";
if (StateStructName.empty())
return;
auto State = (void*)(__int64(Params) + 0);
static auto RotationOffset = FindOffsetStruct(StateStructName, "Rotation");
static auto TranslationOffset = FindOffsetStruct(StateStructName, "Translation");
if (std::floor(Engine_Version) >= 423)
{
float v50 = -2.0;
float v49 = 2.5;
auto Rotation = (FQuat*)(__int64(State) + RotationOffset);
Rotation->X -= v49;
Rotation->Y /= 0.3;
Rotation->Z -= v50;
Rotation->W /= -1.2;
Transform.Rotation = *Rotation;
}
Transform.Translation = *(FVector*)(__int64(State) + TranslationOffset);
Transform.Scale3D = FVector{ 1, 1, 1 };
bool bTeleport = true; // this maybe be false??
bool bSweep = false;
static auto K2_SetWorldTransformFn = FindObject<UFunction>(L"/Script/Engine.SceneComponent.K2_SetWorldTransform");
static auto SetPhysicsLinearVelocityFn = FindObject<UFunction>(L"/Script/Engine.PrimitiveComponent.SetPhysicsLinearVelocity");
static auto SetPhysicsAngularVelocityFn = FindObject<UFunction>(L"/Script/Engine.PrimitiveComponent.SetPhysicsAngularVelocity");
static auto LinearVelocityOffset = FindOffsetStruct(StateStructName, "LinearVelocity");
static auto AngularVelocityOffset = FindOffsetStruct(StateStructName, "AngularVelocity");
static auto K2_SetWorldTransformParamSize = K2_SetWorldTransformFn->GetPropertiesSize();
auto K2_SetWorldTransformParams = Alloc(K2_SetWorldTransformParamSize);
{
static auto NewTransformOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "NewTransform");
static auto bSweepOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "bSweep");
static auto bTeleportOffset = FindOffsetStruct("/Script/Engine.SceneComponent.K2_SetWorldTransform", "bTeleport");
*(FTransform*)(__int64(K2_SetWorldTransformParams) + NewTransformOffset) = Transform;
*(bool*)(__int64(K2_SetWorldTransformParams) + bSweepOffset) = bSweep;
*(bool*)(__int64(K2_SetWorldTransformParams) + bTeleportOffset) = bTeleport;
}
Mesh->ProcessEvent(K2_SetWorldTransformFn, K2_SetWorldTransformParams);
// Mesh->bComponentToWorldUpdated = true;
struct { FVector NewVel; bool bAddToCurrent; FName BoneName; }
UPrimitiveComponent_SetPhysicsLinearVelocity_Params{
*(FVector*)(__int64(State) + LinearVelocityOffset),
0,
FName()
};
struct { FVector NewAngVel; bool bAddToCurrent; FName BoneName; }
UPrimitiveComponent_SetPhysicsAngularVelocity_Params{
*(FVector*)(__int64(State) + AngularVelocityOffset),
0,
FName()
};
Mesh->ProcessEvent(SetPhysicsLinearVelocityFn, &UPrimitiveComponent_SetPhysicsLinearVelocity_Params);
Mesh->ProcessEvent(SetPhysicsAngularVelocityFn, &UPrimitiveComponent_SetPhysicsAngularVelocity_Params);
}
static inline void AddVehicleHook()
{
static auto FortPhysicsPawnDefault = FindObject("/Script/FortniteGame.Default__FortPhysicsPawn");
if (FortPhysicsPawnDefault)
{
Hooking::MinHook::Hook(FortPhysicsPawnDefault, FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerMove") ?
FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerMove") : FindObject<UFunction>("/Script/FortniteGame.FortPhysicsPawn.ServerUpdatePhysicsParams"),
ServerVehicleUpdate, nullptr, false, true);
}
}
static inline void SpawnVehicles()
{
static auto FortAthenaVehicleSpawnerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaVehicleSpawner");
TArray<AActor*> AllVehicleSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortAthenaVehicleSpawnerClass);
for (int i = 0; i < AllVehicleSpawners.Num(); i++)
{
auto VehicleSpawner = (AllVehicleSpawners.at(i));
static auto FortVehicleItemDefVariantsOffset = VehicleSpawner->GetOffset("FortVehicleItemDefVariants", false);
bool aa = true;
static auto VIDClass = FindObject<UClass>("/Script/FortniteGame.FortVehicleItemDefinition");
if (FortVehicleItemDefVariantsOffset != 0)
{
struct FVehicleWeightedDef
{
TSoftObjectPtr<UFortItemDefinition> VehicleItemDef;
char pad[0x20]; // FScalableFloat Weight; // 0x0028(0x0020) (Edit, BlueprintVisible, BlueprintReadOnly)
};
auto FortVehicleItemDefVariants = VehicleSpawner->GetPtr<TArray<FVehicleWeightedDef>>(FortVehicleItemDefVariantsOffset);
if (FortVehicleItemDefVariants->Num() > 0)
{
aa = false;
auto& first = FortVehicleItemDefVariants->At(0);
auto AssetPathName = first.VehicleItemDef.SoftObjectPtr.ObjectID.AssetPathName;
if (!AssetPathName.ComparisonIndex.Value)
continue;
auto VehicleItemDef = LoadObject(AssetPathName.ToString(), VIDClass);
if (VehicleItemDef)
{
static auto VehicleActorClassOffset = VehicleItemDef->GetOffset("VehicleActorClass");
auto VehicleActorClassSoft = VehicleItemDef->GetPtr<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
auto VehicleClassAssetPath = VehicleActorClassSoft->SoftObjectPtr.ObjectID.AssetPathName;
if (!VehicleClassAssetPath.ComparisonIndex.Value)
continue;
static auto BGAClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
auto VehicleActorClass = LoadObject<UClass>(VehicleClassAssetPath.ToString(), BGAClass);
;
if (!VehicleActorClass)
continue;
GetWorld()->SpawnActor<AActor>(VehicleActorClass, VehicleSpawner->GetActorLocation(), VehicleSpawner->GetActorRotation().Quaternion());
}
}
}
if (aa)
{
static auto FortVehicleItemDefOffset = VehicleSpawner->GetOffset("FortVehicleItemDef");
auto FortVehicleItemDefSoft = VehicleSpawner->GetPtr<TSoftObjectPtr<UFortItemDefinition>>(FortVehicleItemDefOffset);
auto FortVehicleItemDefAssetPath = FortVehicleItemDefSoft->SoftObjectPtr.ObjectID.AssetPathName;
if (!FortVehicleItemDefAssetPath.ComparisonIndex.Value)
continue;
auto FortVehicleItemDef = LoadObject<UFortItemDefinition>(FortVehicleItemDefAssetPath.ToString(), VIDClass);
if (!FortVehicleItemDef)
continue;
static auto VehicleActorClassOffset = FortVehicleItemDef->GetOffset("VehicleActorClass");
auto VehicleActorClassSoft = FortVehicleItemDef->GetPtr<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
auto VehicleActorClassAssetPath = VehicleActorClassSoft->SoftObjectPtr.ObjectID.AssetPathName;
if (!VehicleActorClassAssetPath.ComparisonIndex.Value)
continue;
static auto BGAClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
auto VehicleActorClass = LoadObject<UClass>(VehicleActorClassAssetPath.ToString(), BGAClass);
if (!VehicleActorClass)
continue;
GetWorld()->SpawnActor<AActor>(VehicleActorClass, VehicleSpawner->GetActorLocation(), VehicleSpawner->GetActorRotation().Quaternion());
}
}
AllVehicleSpawners.Free();
}