Files
Project-Reboot-3.0/Project Reboot 3.0/FortGameModeAthena.h
Milxnor 6daab8d5a2 a bit
fix restarting, add cheat teleport and help, build free and infinite ammo, fix restarting on c1,  fix some gui issues.
2023-04-17 21:05:08 -04:00

124 lines
5.3 KiB
C++

#pragma once
#include "FortGameModePvPBase.h"
// #include "FortPlayerControllerAthena.h"
#include "FortGameStateAthena.h"
#include "KismetStringLibrary.h"
#include "reboot.h"
#include "BuildingSMActor.h"
enum class EDynamicFoundationEnabledState : uint8_t
{
Unknown = 0,
Enabled = 1,
Disabled = 2,
EDynamicFoundationEnabledState_MAX = 3
};
enum class EDynamicFoundationType : uint8_t
{
Static = 0,
StartEnabled_Stationary = 1,
StartEnabled_Dynamic = 2,
StartDisabled = 3,
EDynamicFoundationType_MAX = 4
};
static void ShowFoundation(UObject* BuildingFoundation)
{
if (!BuildingFoundation)
{
LOG_WARN(LogGame, "Attempting to show invalid building foundation.");
return;
}
static auto bServerStreamedInLevelFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bServerStreamedInLevel"));
static auto bServerStreamedInLevelOffset = BuildingFoundation->GetOffset("bServerStreamedInLevel");
BuildingFoundation->SetBitfieldValue(bServerStreamedInLevelOffset, bServerStreamedInLevelFieldMask, true);
static auto DynamicFoundationTypeOffset = BuildingFoundation->GetOffset("DynamicFoundationType");
BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = true ? 0 : 3;
static auto bShowHLODWhenDisabledOffset = BuildingFoundation->GetOffset("bShowHLODWhenDisabled", false);
if (bShowHLODWhenDisabledOffset != -1)
{
static auto bShowHLODWhenDisabledFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bShowHLODWhenDisabled"));
BuildingFoundation->SetBitfieldValue(bShowHLODWhenDisabledOffset, bShowHLODWhenDisabledFieldMask, true);
}
static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
if (DynamicFoundationRepDataOffset != -1)
{
auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
*(EDynamicFoundationEnabledState*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
}
static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState", false);
if (FoundationEnabledStateOffset != -1)
BuildingFoundation->Get<EDynamicFoundationEnabledState>(FoundationEnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
}
static void StreamLevel(const std::string& LevelName, FVector Location = {})
{
static auto BuildingFoundation3x3Class = FindObject<UClass>("/Script/FortniteGame.BuildingFoundation3x3");
FTransform Transform{};
Transform.Scale3D = { 1, 1, 1 };
Transform.Translation = Location;
auto BuildingFoundation = GetWorld()->SpawnActor<ABuildingSMActor>(BuildingFoundation3x3Class, Transform);
if (!BuildingFoundation)
{
LOG_ERROR(LogGame, "Failed to spawn BuildingFoundation for streaming!");
return;
}
static auto FoundationNameOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationName");
static auto FoundationLocationOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationLocation");
static auto StreamingDataOffset = BuildingFoundation->GetOffset("StreamingData");
static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
auto StreamingData = BuildingFoundation->GetPtr<__int64>(StreamingDataOffset);
*(FName*)(__int64(StreamingData) + FoundationNameOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
*(FVector*)(__int64(StreamingData) + FoundationLocationOffset) = Location;
*(FName*)(__int64(BuildingFoundation) + LevelToStreamOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
static auto OnRep_LevelToStreamFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
ShowFoundation(BuildingFoundation);
}
class AFortGameModeAthena : public AFortGameModePvPBase
{
public:
static inline bool (*Athena_ReadyToStartMatchOriginal)(AFortGameModeAthena* GameMode);
static inline void (*Athena_HandleStartingNewPlayerOriginal)(AFortGameModeAthena* GameMode, AActor* NewPlayer);
static inline void (*SetZoneToIndexOriginal)(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
AFortGameStateAthena* GetGameStateAthena()
{
return (AFortGameStateAthena*)GetGameState();
}
FName RedirectLootTier(const FName& LootTier);
UClass* GetVehicleClassOverride(UClass* DefaultClass);
static bool Athena_ReadyToStartMatchHook(AFortGameModeAthena* GameMode);
static int Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller);
static void Athena_HandleStartingNewPlayerHook(AFortGameModeAthena* GameMode, AActor* NewPlayerActor);
static void SetZoneToIndexHook(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
};