Files
Project-Reboot-3.0/Project Reboot 3.0/FortPlayerControllerAthena.cpp
2023-03-16 19:56:25 -04:00

150 lines
4.8 KiB
C++

#include "FortPlayerControllerAthena.h"
#include "FortPlayerPawn.h"
#include "FortKismetLibrary.h"
#include "SoftObjectPtr.h"
#include "globals.h"
#include "GameplayStatics.h"
void ApplyCID(AFortPlayerPawn* Pawn, UObject* CID)
{
if (!CID)
return;
static auto HeroDefinitionOffset = CID->GetOffset("HeroDefinition");
auto HeroDefinition = CID->Get(HeroDefinitionOffset);
using UFortHeroSpecialization = UObject;
static auto SpecializationsOffset = HeroDefinition->GetOffset("Specializations");
auto& Specializations = HeroDefinition->Get<TArray<TSoftObjectPtr<UFortHeroSpecialization>>>(SpecializationsOffset);
auto PlayerState = Pawn->GetPlayerState();
for (int i = 0; i < Specializations.Num(); i++)
{
auto& SpecializationSoft = Specializations.at(i);
auto Specialization = SpecializationSoft.Get();
if (Specialization)
{
static auto Specialization_CharacterPartsOffset = Specialization->GetOffset("CharacterParts");
auto& CharacterParts = Specialization->Get<TArray<TSoftObjectPtr<UObject>>>(Specialization_CharacterPartsOffset);
bool aa;
TArray<UObject*> CharacterPartsaa;
for (int z = 0; z < CharacterParts.Num(); z++)
{
auto& CharacterPartSoft = CharacterParts.at(z);
auto CharacterPart = CharacterPartSoft.Get();
CharacterPartsaa.Add(CharacterPart);
continue;
}
UFortKismetLibrary::ApplyCharacterCosmetics(GetWorld(), CharacterPartsaa, PlayerState, &aa);
CharacterPartsaa.Free();
}
}
}
void AFortPlayerControllerAthena::ServerGiveCreativeItemHook(AFortPlayerControllerAthena* Controller, FFortItemEntry CreativeItem)
{
// 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.
auto CreativeItemPtr = &CreativeItem;
auto ItemDefinition = CreativeItemPtr->GetItemDefinition();
if (!ItemDefinition)
return;
bool bShouldUpdate = false;
auto LoadedAmmo = -1; // CreativeItemPtr->GetLoadedAmmo()
Controller->GetWorldInventory()->AddItem(ItemDefinition, &bShouldUpdate, CreativeItemPtr->GetCount(), LoadedAmmo, false);
if (bShouldUpdate)
Controller->GetWorldInventory()->Update(Controller);
}
void AFortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIslandHook(AFortPlayerControllerAthena* Controller)
{
auto Pawn = Controller->GetMyFortPawn();
if (!Pawn)
return;
static auto FortPlayerStartCreativeClass = FindObject<UClass>("/Script/FortniteGame.FortPlayerStartCreative");
auto AllCreativePlayerStarts = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortPlayerStartCreativeClass);
for (int i = 0; i < AllCreativePlayerStarts.Num(); i++)
{
auto CurrentPlayerStart = AllCreativePlayerStarts.at(i);
static auto PlayerStartTagsOffset = CurrentPlayerStart->GetOffset("PlayerStartTags");
auto bHasSpawnTag = CurrentPlayerStart->Get<FGameplayTagContainer>(PlayerStartTagsOffset).Contains("Playground.LobbyIsland.Spawn");
if (!bHasSpawnTag)
continue;
Pawn->TeleportTo(CurrentPlayerStart->GetActorLocation(), Pawn->GetActorRotation());
break;
}
AllCreativePlayerStarts.Free();
}
void AFortPlayerControllerAthena::ServerAcknowledgePossessionHook(APlayerController* Controller, APawn* Pawn)
{
static auto AcknowledgedPawnOffset = Controller->GetOffset("AcknowledgedPawn");
Controller->Get<APawn*>(AcknowledgedPawnOffset) = Pawn;
if (Globals::bNoMCP)
return;
auto ControllerAsFort = Cast<AFortPlayerController>(Controller);
auto PawnAsFort = Cast<AFortPlayerPawn>(Pawn);
auto PlayerStateAsFort = Cast<AFortPlayerState>(Pawn->GetPlayerState());
if (!PawnAsFort)
return;
static auto UpdatePlayerCustomCharacterPartsVisualizationFn = FindObject<UFunction>("/Script/FortniteGame.FortKismetLibrary.UpdatePlayerCustomCharacterPartsVisualization");
if (!UpdatePlayerCustomCharacterPartsVisualizationFn)
{
auto CosmeticLoadout = ControllerAsFort->GetCosmeticLoadout();
ApplyCID(PawnAsFort, CosmeticLoadout->GetCharacter());
return;
}
if (!PlayerStateAsFort)
return;
UFortKismetLibrary::StaticClass()->ProcessEvent(UpdatePlayerCustomCharacterPartsVisualizationFn, &PlayerStateAsFort);
}
void AFortPlayerControllerAthena::ServerPlaySquadQuickChatMessage(AFortPlayerControllerAthena* PlayerController, __int64 ChatEntry, __int64 SenderID)
{
using UAthenaEmojiItemDefinition = UFortItemDefinition;
static auto EmojiComm = FindObject<UAthenaEmojiItemDefinition>("/Game/Athena/Items/Cosmetics/Dances/Emoji/Emoji_Comm.Emoji_Comm");
PlayerController->ServerPlayEmoteItemHook(PlayerController, EmojiComm);
}
void AFortPlayerControllerAthena::GetPlayerViewPointHook(AFortPlayerControllerAthena* PlayerController, FVector& Location, FRotator& Rotation)
{
if (auto MyFortPawn = PlayerController->GetMyFortPawn())
{
Location = MyFortPawn->GetActorLocation();
Rotation = PlayerController->GetControlRotation();
return;
}
return AFortPlayerControllerAthena::GetPlayerViewPointOriginal(PlayerController, Location, Rotation);
}