mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
fix restarting, add cheat teleport and help, build free and infinite ammo, fix restarting on c1, fix some gui issues.
124 lines
5.3 KiB
C++
124 lines
5.3 KiB
C++
#pragma once
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#include "FortGameModePvPBase.h"
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// #include "FortPlayerControllerAthena.h"
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#include "FortGameStateAthena.h"
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#include "KismetStringLibrary.h"
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#include "reboot.h"
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#include "BuildingSMActor.h"
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enum class EDynamicFoundationEnabledState : uint8_t
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{
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Unknown = 0,
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Enabled = 1,
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Disabled = 2,
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EDynamicFoundationEnabledState_MAX = 3
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};
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enum class EDynamicFoundationType : uint8_t
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{
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Static = 0,
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StartEnabled_Stationary = 1,
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StartEnabled_Dynamic = 2,
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StartDisabled = 3,
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EDynamicFoundationType_MAX = 4
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};
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static void ShowFoundation(UObject* BuildingFoundation)
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{
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if (!BuildingFoundation)
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{
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LOG_WARN(LogGame, "Attempting to show invalid building foundation.");
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return;
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}
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static auto bServerStreamedInLevelFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bServerStreamedInLevel"));
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static auto bServerStreamedInLevelOffset = BuildingFoundation->GetOffset("bServerStreamedInLevel");
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BuildingFoundation->SetBitfieldValue(bServerStreamedInLevelOffset, bServerStreamedInLevelFieldMask, true);
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static auto DynamicFoundationTypeOffset = BuildingFoundation->GetOffset("DynamicFoundationType");
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BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = true ? 0 : 3;
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static auto bShowHLODWhenDisabledOffset = BuildingFoundation->GetOffset("bShowHLODWhenDisabled", false);
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if (bShowHLODWhenDisabledOffset != -1)
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{
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static auto bShowHLODWhenDisabledFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bShowHLODWhenDisabled"));
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BuildingFoundation->SetBitfieldValue(bShowHLODWhenDisabledOffset, bShowHLODWhenDisabledFieldMask, true);
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}
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static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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if (DynamicFoundationRepDataOffset != -1)
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{
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auto DynamicFoundationRepData = BuildingFoundation->GetPtr<void>(DynamicFoundationRepDataOffset);
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static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
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*(EDynamicFoundationEnabledState*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState", false);
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if (FoundationEnabledStateOffset != -1)
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BuildingFoundation->Get<EDynamicFoundationEnabledState>(FoundationEnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
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}
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static void StreamLevel(const std::string& LevelName, FVector Location = {})
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{
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static auto BuildingFoundation3x3Class = FindObject<UClass>("/Script/FortniteGame.BuildingFoundation3x3");
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FTransform Transform{};
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Transform.Scale3D = { 1, 1, 1 };
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Transform.Translation = Location;
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auto BuildingFoundation = GetWorld()->SpawnActor<ABuildingSMActor>(BuildingFoundation3x3Class, Transform);
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if (!BuildingFoundation)
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{
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LOG_ERROR(LogGame, "Failed to spawn BuildingFoundation for streaming!");
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return;
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}
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static auto FoundationNameOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationName");
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static auto FoundationLocationOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationLocation");
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static auto StreamingDataOffset = BuildingFoundation->GetOffset("StreamingData");
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static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
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auto StreamingData = BuildingFoundation->GetPtr<__int64>(StreamingDataOffset);
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*(FName*)(__int64(StreamingData) + FoundationNameOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
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*(FVector*)(__int64(StreamingData) + FoundationLocationOffset) = Location;
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*(FName*)(__int64(BuildingFoundation) + LevelToStreamOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
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static auto OnRep_LevelToStreamFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
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BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
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ShowFoundation(BuildingFoundation);
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}
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class AFortGameModeAthena : public AFortGameModePvPBase
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{
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public:
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static inline bool (*Athena_ReadyToStartMatchOriginal)(AFortGameModeAthena* GameMode);
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static inline void (*Athena_HandleStartingNewPlayerOriginal)(AFortGameModeAthena* GameMode, AActor* NewPlayer);
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static inline void (*SetZoneToIndexOriginal)(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
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AFortGameStateAthena* GetGameStateAthena()
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{
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return (AFortGameStateAthena*)GetGameState();
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}
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FName RedirectLootTier(const FName& LootTier);
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UClass* GetVehicleClassOverride(UClass* DefaultClass);
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static bool Athena_ReadyToStartMatchHook(AFortGameModeAthena* GameMode);
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static int Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller);
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static void Athena_HandleStartingNewPlayerHook(AFortGameModeAthena* GameMode, AActor* NewPlayerActor);
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static void SetZoneToIndexHook(AFortGameModeAthena* GameModeAthena, int OverridePhaseMaybeIDFK);
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}; |