Files
Project-Reboot-3.0/Project Reboot 3.0/FortKismetLibrary.cpp
2023-03-13 22:03:18 -04:00

295 lines
15 KiB
C++

#include "FortKismetLibrary.h"
#include "ScriptInterface.h"
#include "FortPickup.h"
UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(EFortResourceType ResourceType)
{
static auto fn = FindObject<UFunction>(L"/Script/FortniteGame.FortKismetLibrary.K2_GetResourceItemDefinition");
struct { EFortResourceType type; UFortResourceItemDefinition* ret; } params{ResourceType};
static auto DefaultClass = StaticClass();
DefaultClass->ProcessEvent(fn, &params);
return params.ret;
}
void UFortKismetLibrary::ApplyCharacterCosmetics(UObject* WorldContextObject, const TArray<UObject*>& CharacterParts, UObject* PlayerState, bool* bSuccess)
{
static auto fn = FindObject<UFunction>("/Script/FortniteGame.FortKismetLibrary.ApplyCharacterCosmetics");
if (fn)
{
struct
{
UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TArray<UObject*> CharacterParts; // (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
UObject* PlayerState; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bSuccess; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UFortKismetLibrary_ApplyCharacterCosmetics_Params{ WorldContextObject, CharacterParts, PlayerState };
static auto DefaultClass = StaticClass();
DefaultClass->ProcessEvent(fn, &UFortKismetLibrary_ApplyCharacterCosmetics_Params);
if (bSuccess)
*bSuccess = UFortKismetLibrary_ApplyCharacterCosmetics_Params.bSuccess;
return;
}
static auto CharacterPartsOffset = PlayerState->GetOffset("CharacterParts", false);
if (CharacterPartsOffset != 0)
{
auto CharacterPartsPS = PlayerState->GetPtr<__int64>("CharacterParts");
static auto CustomCharacterPartsStruct = FindObject<UStruct>("/Script/FortniteGame.CustomCharacterParts");
// if (CustomCharacterPartsStruct)
{
static auto PartsOffset = FindOffsetStruct("/Script/FortniteGame.CustomCharacterParts", "Parts");
auto Parts = (UObject**)(__int64(CharacterPartsPS) + PartsOffset); // UCustomCharacterPart* Parts[0x6]
for (int i = 0; i < CharacterParts.Num(); i++)
{
Parts[i] = CharacterParts.at(i);
}
static auto OnRep_CharacterPartsFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerState.OnRep_CharacterParts");
PlayerState->ProcessEvent(OnRep_CharacterPartsFn);
}
}
else
{
// TODO Add character data support
}
}
void UFortKismetLibrary::GiveItemToInventoryOwnerHook(UObject* Context, FFrame& Stack, void* Ret)
{
auto Params = /*(UFortKismetLibrary_GiveItemToInventoryOwner_Params*)*/Stack.Locals;
static auto InventoryOwnerOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "InventoryOwner");
static auto ItemDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "ItemDefinition");
static auto NumberToGiveOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "NumberToGive");
static auto bNotifyPlayerOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "bNotifyPlayer");
static auto ItemLevelOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "ItemLevel");
static auto PickupInstigatorHandleOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner", "PickupInstigatorHandle");
// return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
TScriptInterface<UFortInventoryOwnerInterface> InventoryOwner; // = *(TScriptInterface<UFortInventoryOwnerInterface>*)(__int64(Params) + InventoryOwnerOffset);
UFortWorldItemDefinition* ItemDefinition = nullptr; // *(UFortWorldItemDefinition**)(__int64(Params) + ItemDefinitionOffset);
int NumberToGive; // = *(int*)(__int64(Params) + NumberToGiveOffset);
bool bNotifyPlayer; // = *(bool*)(__int64(Params) + bNotifyPlayerOffset);
int ItemLevel; // = *(int*)(__int64(Params) + ItemLevelOffset);
int PickupInstigatorHandle; // = *(int*)(__int64(Params) + PickupInstigatorHandleOffset);
Stack.Step(Stack.Object, &InventoryOwner);
Stack.Step(Stack.Object, &ItemDefinition);
Stack.Step(Stack.Object, &NumberToGive);
Stack.Step(Stack.Object, &bNotifyPlayer);
Stack.Step(Stack.Object, &ItemLevel);
Stack.Step(Stack.Object, &PickupInstigatorHandle);
if (!ItemDefinition)
return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
auto InterfacePointer = InventoryOwner.InterfacePointer;
LOG_INFO(LogDev, "InterfacePointer: {}", __int64(InterfacePointer));
if (!InterfacePointer)
return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
auto ObjectPointer = InventoryOwner.ObjectPointer;
LOG_INFO(LogDev, "ObjectPointer: {}", __int64(ObjectPointer));
if (!ObjectPointer)
return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
LOG_INFO(LogDev, "ObjectPointer Name: {}", ObjectPointer->GetFullName());
auto PlayerController = Cast<AFortPlayerController>(ObjectPointer);
if (!PlayerController)
return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
LOG_INFO(LogDev, "ItemDefinition: {}", __int64(ItemDefinition));
LOG_INFO(LogDev, "ItemDefinition Name: {}", ItemDefinition->GetFullName());
PlayerController->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, NumberToGive, -1, bNotifyPlayer);
if (bShouldUpdate)
PlayerController->GetWorldInventory()->Update();
return GiveItemToInventoryOwnerOriginal(Context, Stack, Ret);
}
void UFortKismetLibrary::K2_RemoveItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret)
{
static auto PlayerControllerOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer", "PlayerController");
static auto ItemDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer", "ItemDefinition");
static auto AmountToRemoveOffset = FindOffsetStruct("/Script/FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer", "AmountToRemove");
AFortPlayerController* PlayerController = nullptr;
UFortWorldItemDefinition* ItemDefinition = nullptr;
int AmountToRemove;
Stack.Step(Stack.Object, &PlayerController);
Stack.Step(Stack.Object, &ItemDefinition);
Stack.Step(Stack.Object, &AmountToRemove);
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return K2_RemoveItemFromPlayerOriginal(Context, Stack, Ret);
auto ItemInstance = WorldInventory->FindItemInstance(ItemDefinition);
if (!ItemInstance)
return K2_RemoveItemFromPlayerOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
WorldInventory->RemoveItem(ItemInstance->GetItemEntry()->GetItemGuid(), &bShouldUpdate, AmountToRemove);
if (bShouldUpdate)
WorldInventory->Update();
return K2_RemoveItemFromPlayerOriginal(Context, Stack, Ret);
}
void UFortKismetLibrary::K2_RemoveItemFromPlayerByGuidHook(UObject* Context, FFrame& Stack, void* Ret)
{
AFortPlayerController* PlayerController = nullptr; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FGuid ItemGuid; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int AmountToRemove; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bForceRemoval;
Stack.Step(Stack.Object, &PlayerController);
Stack.Step(Stack.Object, &ItemGuid);
Stack.Step(Stack.Object, &AmountToRemove);
Stack.Step(Stack.Object, &bForceRemoval);
if (!PlayerController)
return;
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return K2_RemoveItemFromPlayerByGuidOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
WorldInventory->RemoveItem(ItemGuid, &bShouldUpdate, AmountToRemove);
if (bShouldUpdate)
WorldInventory->Update();
return K2_RemoveItemFromPlayerByGuidOriginal(Context, Stack, Ret);
}
void UFortKismetLibrary::K2_GiveItemToPlayerHook(UObject* Context, FFrame& Stack, void* Ret)
{
auto Params = Stack.Locals;
AFortPlayerController* PlayerController = nullptr;
UFortWorldItemDefinition* ItemDefinition = nullptr;
int NumberToGive;
bool bNotifyPlayer;
Stack.Step(Stack.Object, &PlayerController);
Stack.Step(Stack.Object, &ItemDefinition);
Stack.Step(Stack.Object, &NumberToGive);
Stack.Step(Stack.Object, &bNotifyPlayer);
if (!PlayerController || !ItemDefinition)
return K2_GiveItemToPlayerOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
PlayerController->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, NumberToGive, -1, bNotifyPlayer);
if (bShouldUpdate)
PlayerController->GetWorldInventory()->Update();
return K2_GiveItemToPlayerOriginal(Context, Stack, Ret);
}
void UFortKismetLibrary::K2_RemoveFortItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret)
{
AFortPlayerController* PlayerController = nullptr; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UFortItem* Item = nullptr; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int AmountToRemove; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bForceRemoval; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
Stack.Step(Stack.Object, &PlayerController);
Stack.Step(Stack.Object, &Item);
Stack.Step(Stack.Object, &AmountToRemove);
Stack.Step(Stack.Object, &bForceRemoval);
if (!PlayerController)
return;
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return K2_RemoveFortItemFromPlayerOriginal(Context, Stack, Ret);
bool bShouldUpdate = false;
WorldInventory->RemoveItem(Item->GetItemEntry()->GetItemGuid(), &bShouldUpdate, AmountToRemove);
if (bShouldUpdate)
WorldInventory->Update();
return K2_RemoveFortItemFromPlayerOriginal(Context, Stack, Ret);
}
AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret)
{
UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UFortWorldItemDefinition* ItemDefinition; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int NumberToSpawn; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FVector Position; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FVector Direction; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int OverrideMaxStackCount; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bToss; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bRandomRotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bBlockedFromAutoPickup; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int PickupInstigatorHandle; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortPickupSourceTypeFlag SourceType; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EFortPickupSpawnSource Source; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AFortPlayerController* OptionalOwnerPC; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bPickupOnlyRelevantToOwner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
Stack.Step(Stack.Object, &WorldContextObject);
Stack.Step(Stack.Object, &ItemDefinition);
Stack.Step(Stack.Object, &NumberToSpawn);
Stack.Step(Stack.Object, &Position);
Stack.Step(Stack.Object, &Direction);
Stack.Step(Stack.Object, &OverrideMaxStackCount);
Stack.Step(Stack.Object, &bToss);
Stack.Step(Stack.Object, &bRandomRotation);
Stack.Step(Stack.Object, &bBlockedFromAutoPickup);
Stack.Step(Stack.Object, &PickupInstigatorHandle);
Stack.Step(Stack.Object, &SourceType);
Stack.Step(Stack.Object, &Source);
Stack.Step(Stack.Object, &OptionalOwnerPC);
Stack.Step(Stack.Object, &bPickupOnlyRelevantToOwner);
auto aa = AFortPickup::SpawnPickup(ItemDefinition, Position, NumberToSpawn, SourceType, Source);
K2_SpawnPickupInWorldOriginal(Context, Stack, Ret);
*Ret = aa;
return *Ret;
}
bool UFortKismetLibrary::PickLootDropsHook(UObject* Context, FFrame& Stack, bool* Ret)
{
return PickLootDropsOriginal(Context, Stack, Ret);
}
UClass* UFortKismetLibrary::StaticClass()
{
static auto ptr = FindObject<UClass>(L"/Script/FortniteGame.FortKismetLibrary");
return ptr;
}