mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
code consistency, added 2.2, added cheat op and deop, proper loot tiers according to playlist, improved performance
201 lines
5.8 KiB
C++
201 lines
5.8 KiB
C++
#pragma once
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#include "GameState.h"
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#include "FortPlayerStateAthena.h"
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#include "FortPlaylist.h"
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#include "BuildingStructuralSupportSystem.h"
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#include "ScriptInterface.h"
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#include "Interface.h"
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#include "FortAthenaMapInfo.h"
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enum class EAthenaGamePhaseStep : uint8_t // idk if this changes
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{
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None = 0,
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Setup = 1,
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Warmup = 2,
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GetReady = 3,
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BusLocked = 4,
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BusFlying = 5,
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StormForming = 6,
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StormHolding = 7,
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StormShrinking = 8,
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Countdown = 9,
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FinalCountdown = 10,
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EndGame = 11,
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Count = 12,
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EAthenaGamePhaseStep_MAX = 13
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};
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enum class EAthenaGamePhase : uint8_t
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{
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None = 0,
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Setup = 1,
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Warmup = 2,
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Aircraft = 3,
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SafeZones = 4,
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EndGame = 5,
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Count = 6,
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EAthenaGamePhase_MAX = 7
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};
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class UFortSafeZoneInterface : public UInterface
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{
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public:
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static UClass* StaticClass()
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{
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static auto Struct = FindObject<UClass>(L"/Script/FortniteGame.FortSafeZoneInterface");
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return Struct;
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}
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};
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struct TeamsArrayContainer // THANK ANDROIDDD!!!!
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{
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TArray<TArray<TWeakObjectPtr<AFortPlayerStateAthena>>> TeamsArray; // 13D0
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TArray<int> TeamIdk1; // 13E0
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TArray<int> TeamIndexesArray; // 13F0
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uintptr_t idfk; //(or 2 ints) // 1400
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TArray<TArray<TWeakObjectPtr<AFortPlayerStateAthena>>> SquadsArray; // Index = SquadId // 1408
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TArray<int> SquadIdk1; // 1418
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TArray<int> SquadIdsArray; // 0x1428
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};
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struct FPlayerBuildableClassContainer
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{
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TArray<UClass*> BuildingClasses; // 0x0000(0x0010) (ZeroConstructor, Transient, UObjectWrapper, NativeAccessSpecifierPublic)
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};
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struct FAdditionalLevelStreamed
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{
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public:
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>(L"/Script/FortniteGame.AdditionalLevelStreamed");
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return Struct;
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}
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static int GetStructSize() { return GetStruct()->GetPropertiesSize(); }
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FName& GetLevelName()
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{
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static auto LevelNameOffset = FindOffsetStruct("/Script/FortniteGame.AdditionalLevelStreamed", "LevelName");
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return *(FName*)(__int64(this) + LevelNameOffset);
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}
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bool& IsServerOnly()
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{
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static auto bIsServerOnlyOffset = FindOffsetStruct("/Script/FortniteGame.AdditionalLevelStreamed", "bIsServerOnly");
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return *(bool*)(__int64(this) + bIsServerOnlyOffset);
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}
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};
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class AFortGameStateAthena : public AGameState
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{
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public:
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int& GetPlayersLeft()
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{
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static auto PlayersLeftOffset = GetOffset("PlayersLeft");
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return Get<int>(PlayersLeftOffset);
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}
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bool& IsSafeZonePaused()
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{
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static auto bSafeZonePausedOffset = this->GetOffset("bSafeZonePaused");
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return this->Get<bool>(bSafeZonePausedOffset);
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}
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int& GetWorldLevel() // Actually in AFortGameState
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{
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static auto WorldLevelOffset = GetOffset("WorldLevel");
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return Get<int>(WorldLevelOffset);
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}
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EAthenaGamePhase& GetGamePhase()
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{
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static auto GamePhaseOffset = GetOffset("GamePhase");
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return Get<EAthenaGamePhase>(GamePhaseOffset);
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}
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UBuildingStructuralSupportSystem* GetStructuralSupportSystem() // actually in FortGameModeZone
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{
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static auto StructuralSupportSystemOffset = GetOffset("StructuralSupportSystem");
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return Get<UBuildingStructuralSupportSystem*>(StructuralSupportSystemOffset);
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}
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FPlayerBuildableClassContainer*& GetPlayerBuildableClasses()
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{
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static auto PlayerBuildableClassesOffset = GetOffset("PlayerBuildableClasses");
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return Get<FPlayerBuildableClassContainer*>(PlayerBuildableClassesOffset);
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}
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AFortAthenaMapInfo*& GetMapInfo()
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{
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static auto MapInfoOffset = GetOffset("MapInfo");
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return Get<AFortAthenaMapInfo*>(MapInfoOffset);
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}
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bool IsResurrectionEnabled(AFortPlayerPawn* PlayerPawn)
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{
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static auto IsResurrectionEnabledFn = FindObject<UFunction>(L"/Script/FortniteGame.FortGameStateAthena.IsResurrectionEnabled");
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struct { AFortPlayerPawn* PlayerPawn; bool Ret; } Params{PlayerPawn};
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this->ProcessEvent(IsResurrectionEnabledFn, &Params);
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return Params.Ret;
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}
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EAthenaGamePhaseStep& GetGamePhaseStep()
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{
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static auto GamePhaseStepOffset = GetOffset("GamePhaseStep");
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return Get<EAthenaGamePhaseStep>(GamePhaseStepOffset);
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}
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void SetGamePhaseStep(EAthenaGamePhaseStep NewGamePhaseStep);
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UFortPlaylist*& GetCurrentPlaylist();
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TScriptInterface<UFortSafeZoneInterface> GetSafeZoneInterface();
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void AddPlayerStateToGameMemberInfo(class AFortPlayerStateAthena* PlayerState);
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int GetAircraftIndex(AFortPlayerState* PlayerState);
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bool IsRespawningAllowed(AFortPlayerState* PlayerState); // actually in zone
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bool IsPlayerBuildableClass(UClass* Class);
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void OnRep_GamePhase();
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void OnRep_CurrentPlaylistInfo();
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void OnRep_PlayersLeft();
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TeamsArrayContainer* GetTeamsArrayContainer();
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void AddToAdditionalPlaylistLevelsStreamed(const FName& Name, bool bServerOnly = false);
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static UClass* StaticClass();
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};
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static void* ConstructOnGamePhaseStepChangedParams(EAthenaGamePhaseStep GamePhaseStep)
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{
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struct AFortAthenaAIBotController_OnGamePhaseStepChanged_Params
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{
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TScriptInterface<UFortSafeZoneInterface> SafeZoneInterface; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
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EAthenaGamePhaseStep GamePhaseStep; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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};
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bool bHasSafeZoneInterfaceParam = Fortnite_Version >= 10; // idk what version
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AFortAthenaAIBotController_OnGamePhaseStepChanged_Params* Params = Alloc<AFortAthenaAIBotController_OnGamePhaseStepChanged_Params>();
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if (bHasSafeZoneInterfaceParam)
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{
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auto GameState = (AFortGameStateAthena*)GetWorld()->GetGameState();
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auto Interface = GameState->GetSafeZoneInterface();
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if (!Interface.ObjectPointer)
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return nullptr;
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Params->SafeZoneInterface = Interface;
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Params->GamePhaseStep = GamePhaseStep;
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}
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else
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{
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*(EAthenaGamePhaseStep*)(__int64(Params) + 0) = GamePhaseStep;
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}
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return Params;
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} |