mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
added some specific playlist items, fix s8-s10 markers because i broke, fixed removing items on aircraft on every version, added thanos stone automatic spawning, fix a bug with lategame, add marshmello stage, fix multiple battle buses, fix teams on large team gamemodes, fix some items not removing automatically
309 lines
11 KiB
C++
309 lines
11 KiB
C++
#include "FortPlayerControllerAthena.h"
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#include "FortPlayerPawn.h"
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#include "FortKismetLibrary.h"
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#include "SoftObjectPtr.h"
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#include "globals.h"
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#include "GameplayStatics.h"
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#include "hooking.h"
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#include "FortAthenaMutator_GiveItemsAtGamePhaseStep.h"
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#include "DataTableFunctionLibrary.h"
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void AFortPlayerControllerAthena::EnterAircraftHook(UObject* PC, AActor* Aircraft)
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{
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auto PlayerController = Cast<AFortPlayerController>(Engine_Version < 424 ? PC : ((UActorComponent*)PC)->GetOwner());
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if (!PlayerController)
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return;
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LOG_INFO(LogDev, "EnterAircraftHook");
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EnterAircraftOriginal(PC, Aircraft);
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// TODO Check if the player successfully got in the aircraft.
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auto WorldInventory = PlayerController->GetWorldInventory();
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if (!WorldInventory)
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return;
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std::vector<std::pair<FGuid, int>> GuidAndCountsToRemove;
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auto& InventoryList = WorldInventory->GetItemList();
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auto& ItemInstances = InventoryList.GetItemInstances();
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for (int i = 0; i < ItemInstances.Num(); i++)
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{
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auto ItemEntry = ItemInstances.at(i)->GetItemEntry();
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auto ItemDefinition = Cast<UFortWorldItemDefinition>(ItemEntry->GetItemDefinition());
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if (!ItemDefinition)
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continue;
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if (!ItemDefinition->CanBeDropped())
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continue;
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GuidAndCountsToRemove.push_back({ ItemEntry->GetItemGuid(), ItemEntry->GetCount() });
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}
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for (auto& Pair : GuidAndCountsToRemove)
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{
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WorldInventory->RemoveItem(Pair.first, nullptr, Pair.second, true);
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}
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static auto mutatorClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaMutator");
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auto AllMutators = UGameplayStatics::GetAllActorsOfClass(GetWorld(), mutatorClass);
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for (int i = 0; i < AllMutators.Num(); i++)
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{
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auto Mutator = AllMutators.at(i);
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LOG_INFO(LogDev, "[{}] Mutator: {}", i, Mutator->GetFullName());
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if (auto GiveItemsAtGamePhaseStepMutator = Cast<AFortAthenaMutator_GiveItemsAtGamePhaseStep>(Mutator))
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{
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auto PhaseToGive = GiveItemsAtGamePhaseStepMutator->GetPhaseToGiveItems();
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LOG_INFO(LogDev, "[{}] PhaseToGiveItems: {}", i, (int)PhaseToGive);
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auto& ItemsToGive = GiveItemsAtGamePhaseStepMutator->GetItemsToGive();
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LOG_INFO(LogDev, "[{}] ItemsToGive.Num(): {}", i, ItemsToGive.Num());
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if (PhaseToGive <= 5) // Flying or lower
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{
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for (int j = 0; j < ItemsToGive.Num(); j++)
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{
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auto& ItemToGive = ItemsToGive.at(j);
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float Out = 1;
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FString ContextString;
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EEvaluateCurveTableResult result;
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// UDataTableFunctionLibrary::EvaluateCurveTableRow(ItemToGive.NumberToGive.GetCurve().CurveTable, ItemToGive.NumberToGive.GetCurve().RowName, 0.f, ContextString, &result, &Out);
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LOG_INFO(LogDev, "Out: {}", Out);
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WorldInventory->AddItem(ItemToGive.ItemToDrop, nullptr, Out);
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}
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}
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}
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/* else if (auto GGMutator = Cast<AFortAthenaMutator_GG>(Mutator))
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{
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auto& WeaponEntries = GGMutator->GetWeaponEntries();
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LOG_INFO(LogDev, "[{}] WeaponEntries.Num(): {}", i, WeaponEntries.Num());
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for (int j = 0; j < WeaponEntries.Num(); j++)
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{
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WorldInventory->AddItem(WeaponEntries.at(j).Weapon, nullptr, 1);
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}
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} */
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}
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WorldInventory->Update();
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}
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void AFortPlayerControllerAthena::ServerRequestSeatChangeHook(AFortPlayerControllerAthena* PlayerController, int TargetSeatIndex)
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{
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auto Pawn = Cast<AFortPlayerPawn>(PlayerController->GetPawn());
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if (!Pawn)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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auto Vehicle = Pawn->GetVehicle();
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if (!Vehicle)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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auto OldVehicleWeaponDefinition = Pawn->GetVehicleWeaponDefinition(Vehicle);
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LOG_INFO(LogDev, "OldVehicleWeaponDefinition: {}", OldVehicleWeaponDefinition ? OldVehicleWeaponDefinition->GetFullName() : "BadRead");
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if (!OldVehicleWeaponDefinition)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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auto WorldInventory = PlayerController->GetWorldInventory();
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if (!WorldInventory)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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auto OldVehicleWeaponInstance = WorldInventory->FindItemInstance(OldVehicleWeaponDefinition);
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if (OldVehicleWeaponInstance)
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{
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bool bShouldUpdate = false;
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WorldInventory->RemoveItem(OldVehicleWeaponInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, OldVehicleWeaponInstance->GetItemEntry()->GetCount(), true);
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if (bShouldUpdate)
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WorldInventory->Update();
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}
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auto RequestingVehicleWeaponDefinition = Vehicle->GetVehicleWeaponForSeat(TargetSeatIndex);
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if (!RequestingVehicleWeaponDefinition)
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{
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auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
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if (!PickaxeInstance)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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AFortPlayerController::ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid()); // Bad, we should equip the last weapon.
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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}
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auto NewAndModifiedInstances = WorldInventory->AddItem(RequestingVehicleWeaponDefinition, nullptr);
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auto RequestedVehicleInstance = NewAndModifiedInstances.first[0];
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if (!RequestedVehicleInstance)
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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WorldInventory->Update();
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auto RequestedVehicleWeapon = Pawn->EquipWeaponDefinition(RequestingVehicleWeaponDefinition, RequestedVehicleInstance->GetItemEntry()->GetItemGuid());
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return ServerRequestSeatChangeOriginal(PlayerController, TargetSeatIndex);
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}
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void AFortPlayerControllerAthena::ServerRestartPlayerHook(AFortPlayerControllerAthena* Controller)
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{
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static auto FortPlayerControllerZoneDefault = FindObject<UClass>(L"/Script/FortniteGame.Default__FortPlayerControllerZone");
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static auto ServerRestartPlayerFn = FindObject<UFunction>(L"/Script/Engine.PlayerController.ServerRestartPlayer");
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static auto ZoneServerRestartPlayer = __int64(FortPlayerControllerZoneDefault->VFTable[GetFunctionIdxOrPtr(ServerRestartPlayerFn) / 8]);
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static void (*ZoneServerRestartPlayerOriginal)(AFortPlayerController*) = decltype(ZoneServerRestartPlayerOriginal)(__int64(ZoneServerRestartPlayer));
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LOG_INFO(LogDev, "Call 0x{:x}!", ZoneServerRestartPlayer - __int64(_ReturnAddress()));
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return ZoneServerRestartPlayerOriginal(Controller);
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}
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void AFortPlayerControllerAthena::ServerGiveCreativeItemHook(AFortPlayerControllerAthena* Controller, FFortItemEntry CreativeItem)
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{
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// 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.
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auto CreativeItemPtr = &CreativeItem;
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auto ItemDefinition = CreativeItemPtr->GetItemDefinition();
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if (!ItemDefinition)
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return;
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bool bShouldUpdate = false;
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auto LoadedAmmo = -1; // CreativeItemPtr->GetLoadedAmmo()
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Controller->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, CreativeItemPtr->GetCount(), LoadedAmmo, false);
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if (bShouldUpdate)
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Controller->GetWorldInventory()->Update(Controller);
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}
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void AFortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIslandHook(AFortPlayerControllerAthena* Controller)
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{
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auto Pawn = Controller->GetMyFortPawn();
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if (!Pawn)
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return;
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// TODO IsTeleportToCreativeHubAllowed
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static auto FortPlayerStartCreativeClass = FindObject<UClass>("/Script/FortniteGame.FortPlayerStartCreative");
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auto AllCreativePlayerStarts = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortPlayerStartCreativeClass);
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for (int i = 0; i < AllCreativePlayerStarts.Num(); i++)
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{
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auto CurrentPlayerStart = AllCreativePlayerStarts.at(i);
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static auto PlayerStartTagsOffset = CurrentPlayerStart->GetOffset("PlayerStartTags");
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auto bHasSpawnTag = CurrentPlayerStart->Get<FGameplayTagContainer>(PlayerStartTagsOffset).Contains("Playground.LobbyIsland.Spawn");
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if (!bHasSpawnTag)
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continue;
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Pawn->TeleportTo(CurrentPlayerStart->GetActorLocation(), Pawn->GetActorRotation());
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break;
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}
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AllCreativePlayerStarts.Free();
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}
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void AFortPlayerControllerAthena::ServerAcknowledgePossessionHook(APlayerController* Controller, APawn* Pawn)
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{
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static auto AcknowledgedPawnOffset = Controller->GetOffset("AcknowledgedPawn");
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Controller->Get<APawn*>(AcknowledgedPawnOffset) = Pawn;
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auto ControllerAsFort = Cast<AFortPlayerController>(Controller);
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auto PawnAsFort = Cast<AFortPlayerPawn>(Pawn);
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auto PlayerStateAsFort = Cast<AFortPlayerState>(Pawn->GetPlayerState());
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if (!PawnAsFort)
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return;
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if (Globals::bNoMCP)
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{
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static auto CustomCharacterPartClass = FindObject<UClass>("/Script/FortniteGame.CustomCharacterPart");
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static auto backpackPart = LoadObject("/Game/Characters/CharacterParts/Backpacks/NoBackpack.NoBackpack", CustomCharacterPartClass);
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// PawnAsFort->ServerChoosePart(EFortCustomPartType::Backpack, backpackPart);
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return;
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}
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ControllerAsFort->ApplyCosmeticLoadout();
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}
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void AFortPlayerControllerAthena::ServerPlaySquadQuickChatMessageHook(AFortPlayerControllerAthena* PlayerController, __int64 ChatEntry, __int64 SenderID)
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{
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using UAthenaEmojiItemDefinition = UFortItemDefinition;
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static auto EmojiComm = FindObject<UAthenaEmojiItemDefinition>("/Game/Athena/Items/Cosmetics/Dances/Emoji/Emoji_Comm.Emoji_Comm");
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PlayerController->ServerPlayEmoteItemHook(PlayerController, EmojiComm);
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}
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void AFortPlayerControllerAthena::GetPlayerViewPointHook(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation)
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{
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// I don't know why but GetActorEyesViewPoint only works on some versions.
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/* static auto GetActorEyesViewPointFn = FindObject<UFunction>(L"/Script/Engine.Actor.GetActorEyesViewPoint");
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static auto GetActorEyesViewPointIndex = GetFunctionIdxOrPtr(GetActorEyesViewPointFn) / 8;
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void (*GetActorEyesViewPointOriginal)(AActor* Actor, FVector* OutLocation, FRotator* OutRotation) = decltype(GetActorEyesViewPointOriginal)(PlayerController->VFTable[GetActorEyesViewPointIndex]);
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return GetActorEyesViewPointOriginal(PlayerController, &Location, &Rotation); */
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if (auto MyFortPawn = PlayerController->GetMyFortPawn())
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{
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Location = MyFortPawn->GetActorLocation();
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Rotation = PlayerController->GetControlRotation();
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return;
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}
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return AFortPlayerControllerAthena::GetPlayerViewPointOriginal(PlayerController, Location, Rotation);
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}
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void AFortPlayerControllerAthena::ServerReadyToStartMatchHook(AFortPlayerControllerAthena* PlayerController)
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{
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LOG_INFO(LogDev, "ServerReadyToStartMatch!");
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if (Fortnite_Version <= 2.5) // techinally we should do this at the end of OnReadyToStartMatch
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{
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static auto QuickBarsOffset = PlayerController->GetOffset("QuickBars", false);
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if (QuickBarsOffset != -1)
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{
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auto& QuickBars = PlayerController->Get<AActor*>(QuickBarsOffset);
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LOG_INFO(LogDev, "QuickBarsOld: {}", __int64(QuickBars));
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if (QuickBars)
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return ServerReadyToStartMatchOriginal(PlayerController);
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static auto FortQuickBarsClass = FindObject<UClass>("/Script/FortniteGame.FortQuickBars");
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QuickBars = GetWorld()->SpawnActor<AActor>(FortQuickBarsClass);
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LOG_INFO(LogDev, "QuickBarsNew: {}", __int64(QuickBars));
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if (!QuickBars)
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return ServerReadyToStartMatchOriginal(PlayerController);
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PlayerController->Get<AActor*>(QuickBarsOffset)->SetOwner(PlayerController);
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}
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}
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return ServerReadyToStartMatchOriginal(PlayerController);
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} |