mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 19:02:21 +01:00
toys, ammo in bottom right kinda, fix lootin speeds, being inaccurate, playlist looting kindof, or some things just not working.
133 lines
5.7 KiB
C++
133 lines
5.7 KiB
C++
#include "AbilitySystemComponent.h"
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#include "NetSerialization.h"
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#include "Actor.h"
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#include "FortPawn.h"
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#include "FortPlayerController.h"
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#include "FortPlayerStateAthena.h"
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void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func)
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{
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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auto ActivatableAbilities = AbilitySystemComponent->GetPtr<FFastArraySerializer>(ActivatableAbilitiesOffset);
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static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
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auto Items = (TArray<FGameplayAbilitySpec>*)(__int64(ActivatableAbilities) + ItemsOffset);
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static auto SpecSize = FGameplayAbilitySpec::GetStructSize();
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if (ActivatableAbilities && Items)
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{
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for (int i = 0; i < Items->Num(); i++)
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{
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auto CurrentSpec = Items->AtPtr(i, SpecSize); // (FGameplayAbilitySpec*)(__int64(Items->Data) + (static_cast<long long>(SpecSize) * i));
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func(CurrentSpec);
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}
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}
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}
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void UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator)
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{
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static auto RemoveActiveGameplayEffectBySourceEffectFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.RemoveActiveGameplayEffectBySourceEffect");
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struct { UClass* GameplayEffect; UObject* InstigatorAbilitySystemComponent; int StacksToRemove; } UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params{ GEClass, Instigator, StacksToRemove };
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this->ProcessEvent(RemoveActiveGameplayEffectBySourceEffectFn, &UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params);
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}
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void UAbilitySystemComponent::ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey)
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{
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// static auto AbilityTargetDataMapOffset = ActivatableAbilitiesOffset + FGameplayAbilitySpecContainerSize ?
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return;
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}
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void UAbilitySystemComponent::InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData) // https://github.com/EpicGames/UnrealEngine/blob/4.23/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp#L1445
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{
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using UGameplayAbility = UObject;
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auto Spec = AbilitySystemComponent->FindAbilitySpecFromHandle(Handle);
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static auto PredictionKeyStruct = FindObject<UStruct>("/Script/GameplayAbilities.PredictionKey");
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static auto PredictionKeySize = PredictionKeyStruct->GetPropertiesSize();
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static auto CurrentOffset = FindOffsetStruct("/Script/GameplayAbilities.PredictionKey", "Current");
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if (!Spec)
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{
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LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of ability with invalid SpecHandle!");
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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return;
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}
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AbilitySystemComponent->ConsumeAllReplicatedData(Handle, (FPredictionKey*)PredictionKey);
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/* const */ UGameplayAbility * AbilityToActivate = Spec->GetAbility();
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if (!AbilityToActivate)
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{
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LOG_ERROR(LogAbilities, "InternalServerTryActiveAbility. Rejecting ClientActivation of unconfigured spec ability!");
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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return;
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}
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static auto InputPressedOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpec", "InputPressed");
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UGameplayAbility* InstancedAbility = nullptr;
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SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, true); // InputPressed = true
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bool res = false;
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if (PredictionKeySize == 0x10)
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res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal(AbilitySystemComponent, Handle, *(PadHex10*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
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else if (PredictionKeySize == 0x18)
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res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal2(AbilitySystemComponent, Handle, *(PadHex18*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
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else
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LOG_ERROR(LogAbilities, "Prediction key size does not match with any of them!");
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if (!res)
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{
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LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of {}. InternalTryActivateAbility failed: ", AbilityToActivate->GetName());
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, false); // InputPressed = false
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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AbilitySystemComponent->Get<FFastArraySerializer>(ActivatableAbilitiesOffset).MarkItemDirty(Spec);
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}
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else
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{
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// LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Activated {}", AbilityToActivate->GetName());
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}
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}
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FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass)
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{
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// LOG_INFO(LogDev, "Making spec!");
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auto NewSpec = MakeNewSpec(AbilityClass);
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// LOG_INFO(LogDev, "Made spec!");
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FGameplayAbilitySpecHandle Handle;
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GiveAbilityOriginal(this, &Handle, __int64(NewSpec));
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return Handle;
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}
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FGameplayAbilitySpec* UAbilitySystemComponent::FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle)
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{
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FGameplayAbilitySpec* SpecToReturn = nullptr;
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auto compareHandles = [&Handle, &SpecToReturn](FGameplayAbilitySpec* Spec) {
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auto& CurrentHandle = Spec->GetHandle();
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if (CurrentHandle.Handle == Handle.Handle)
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{
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SpecToReturn = Spec;
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return;
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}
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};
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LoopSpecs(this, compareHandles);
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return SpecToReturn;
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} |