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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
274 lines
11 KiB
C++
274 lines
11 KiB
C++
#pragma once
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#include "FortGameModePvPBase.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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#include "FortSafeZoneIndicator.h"
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#include "GameplayStatics.h"
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#include "FortAbilitySet.h"
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#include "FortPlayerControllerAthena.h"
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#include "FortItemDefinition.h"
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struct FAircraftFlightInfo
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{
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float& GetTimeTillDropStart()
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{
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static auto TimeTillDropStartOffset = FindOffsetStruct("/Script/FortniteGame.AircraftFlightInfo", "TimeTillDropStart");
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return *(float*)(__int64(this) + TimeTillDropStartOffset);
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}
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FVector& GetFlightStartLocation()
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{
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static auto FlightStartLocationOffset = FindOffsetStruct("/Script/FortniteGame.AircraftFlightInfo", "FlightStartLocation");
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return *(FVector*)(__int64(this) + FlightStartLocationOffset);
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}
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float& GetFlightSpeed()
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{
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static auto FlightSpeedOffset = FindOffsetStruct("/Script/FortniteGame.AircraftFlightInfo", "FlightSpeed");
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return *(float*)(__int64(this) + FlightSpeedOffset);
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}
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>("/Script/FortniteGame.AircraftFlightInfo");
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return Struct;
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}
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static int GetStructSize()
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{
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return GetStruct()->GetPropertiesSize();
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}
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};
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static void SetFoundationTransform(AActor* BuildingFoundation, const FTransform& Transform)
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{
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static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
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static auto DynamicFoundationTransformOffset = BuildingFoundation->GetOffset("DynamicFoundationTransform", false);
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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*BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset) = Transform;
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}
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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 RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
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static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
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if (DynamicFoundationTransformOffset != -1) // needed check?
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{
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auto DynamicFoundationTransform = BuildingFoundation->GetPtr<FTransform>(DynamicFoundationTransformOffset);
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if (Fortnite_Version >= 13)
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation.Rotator();
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else
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*(FQuat*)(__int64(DynamicFoundationRepData) + RotationOffset) = DynamicFoundationTransform->Rotation;
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = DynamicFoundationTransform->Translation;
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}
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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}
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static inline UFortAbilitySet* GetPlayerAbilitySet()
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{
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// There are some variables that contain this but it changes through versions soo..
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static auto GameplayAbilitySet = (UFortAbilitySet*)(Fortnite_Version >= 8.30
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? LoadObject(L"/Game/Abilities/Player/Generic/Traits/DefaultPlayer/GAS_AthenaPlayer.GAS_AthenaPlayer", UFortAbilitySet::StaticClass())
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: LoadObject(L"/Game/Abilities/Player/Generic/Traits/DefaultPlayer/GAS_DefaultPlayer.GAS_DefaultPlayer", UFortAbilitySet::StaticClass()));
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return GameplayAbilitySet;
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}
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static void ShowFoundation(AActor* BuildingFoundation, bool bShow = true)
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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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LOG_INFO(LogDev, "{} {}", bShow ? "Showing" : "Hiding", BuildingFoundation->GetName());
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bool bServerStreamedInLevelValue = bShow; // ??
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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, bServerStreamedInLevelValue);
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static auto bFoundationEnabledOffset = BuildingFoundation->GetOffset("bFoundationEnabled", false);
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if (bFoundationEnabledOffset != -1)
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{
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static auto bFoundationEnabledFieldMask = GetFieldMask(BuildingFoundation->GetProperty("bFoundationEnabled"));
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BuildingFoundation->SetBitfieldValue(bFoundationEnabledOffset, bFoundationEnabledFieldMask, bShow);
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// theres a onrep too
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}
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static auto StartDisabled = 3;
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static auto StartEnabled_Dynamic = 2;
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static auto Static = 0;
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static auto DynamicFoundationTypeOffset = BuildingFoundation->GetOffset("DynamicFoundationType", false);
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if (DynamicFoundationTypeOffset != -1)
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BuildingFoundation->Get<uint8_t>(DynamicFoundationTypeOffset) = bShow ? Static : StartDisabled;
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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>(L"/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
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BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
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static auto Enabled = 1;
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static auto Disabled = 2;
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static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState", false);
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LOG_INFO(LogDev, "BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) Prev: {}", (int)BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset));
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if (FoundationEnabledStateOffset != -1)
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BuildingFoundation->Get<uint8_t>(FoundationEnabledStateOffset) = bShow ? Enabled : Disabled;
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static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
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auto& LevelToStream = BuildingFoundation->Get<FName>(LevelToStreamOffset);
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/* if (bShow)
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{
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UGameplayStatics::LoadStreamLevel(GetWorld(), LevelToStream, true, false, FLatentActionInfo());
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}
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else
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{
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UGameplayStatics::UnloadStreamLevel(GetWorld(), LevelToStream, FLatentActionInfo(), false);
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} */
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static auto OnRep_LevelToStreamFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
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BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
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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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*(uint8_t*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = bShow ? Enabled : Disabled;
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if (false)
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{
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static auto TranslationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Translation");
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static auto RotationOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "Rotation");
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*(FVector*)(__int64(DynamicFoundationRepData) + TranslationOffset) = BuildingFoundation->GetActorLocation();
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const FRotator BuildingRotation = BuildingFoundation->GetActorRotation();
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if (Fortnite_Version >= 13)
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*(FRotator*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingRotation;
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else
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*(FQuat*)(__int64(DynamicFoundationRepData) + RotationOffset) = BuildingRotation.Quaternion();
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static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
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BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
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}
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else
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{
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SetFoundationTransform(BuildingFoundation, BuildingFoundation->GetTransform());
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}
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}
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BuildingFoundation->FlushNetDormancy();
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BuildingFoundation->ForceNetUpdate();
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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>(L"/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>(L"/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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static inline void (*OnAircraftEnteredDropZoneOriginal)(AFortGameModeAthena* GameModeAthena, AActor* Aircraft);
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AFortSafeZoneIndicator*& GetSafeZoneIndicator()
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{
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static auto SafeZoneIndicatorOffset = GetOffset("SafeZoneIndicator");
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return Get<AFortSafeZoneIndicator*>(SafeZoneIndicatorOffset);
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}
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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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TArray<FItemAndCount>& GetStartingItems() // really in zone
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{
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static auto StartingItemsOffset = GetOffset("StartingItems");
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return Get<TArray<FItemAndCount>>(StartingItemsOffset);
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}
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TArray<AFortPlayerControllerAthena*>& GetAlivePlayers()
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{
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static auto AlivePlayersOffset = GetOffset("AlivePlayers");
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return Get<TArray<AFortPlayerControllerAthena*>>(AlivePlayersOffset);
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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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void SkipAircraft();
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void PauseSafeZone(bool bPaused = true);
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static void HandleSpawnRateForActorClass(UClass* ActorClass, float SpawnPercentage); // idk where to put
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static void OnAircraftEnteredDropZoneHook(AFortGameModeAthena* GameModeAthena, AActor* Aircraft);
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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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}; |