Files
Project-Reboot-3.0/Project Reboot 3.0/AbilitySystemComponent_Abilities.cpp
Milxnor fbfb6bbe54 a lot
add mat depletion, ammo cost, fixed dying crashing on s16+, fix aircraft starting on some versions, fix zone on s17
2023-03-31 20:24:21 -04:00

165 lines
6.4 KiB
C++

#include "AbilitySystemComponent.h"
#include "NetSerialization.h"
#include "Actor.h"
#include "FortPawn.h"
#include "FortPlayerController.h"
#include "FortPlayerStateAthena.h"
void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func)
{
static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
auto ActivatableAbilities = AbilitySystemComponent->GetPtr<FFastArraySerializer>(ActivatableAbilitiesOffset);
static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
auto Items = (TArray<FGameplayAbilitySpec>*)(__int64(ActivatableAbilities) + ItemsOffset);
static auto SpecSize = FGameplayAbilitySpec::GetStructSize();
if (ActivatableAbilities && Items)
{
for (int i = 0; i < Items->Num(); i++)
{
auto CurrentSpec = Items->AtPtr(i, SpecSize); // (FGameplayAbilitySpec*)(__int64(Items->Data) + (static_cast<long long>(SpecSize) * i));
func(CurrentSpec);
}
}
}
void UAbilitySystemComponent::ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey)
{
// static auto AbilityTargetDataMapOffset = ActivatableAbilitiesOffset + FGameplayAbilitySpecContainerSize ?
return;
}
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
{
using UGameplayAbility = UObject;
auto Spec = AbilitySystemComponent->FindAbilitySpecFromHandle(Handle);
static auto PredictionKeyStruct = FindObject<UStruct>("/Script/GameplayAbilities.PredictionKey");
static auto PredictionKeySize = PredictionKeyStruct->GetPropertiesSize();
static auto CurrentOffset = FindOffsetStruct("/Script/GameplayAbilities.PredictionKey", "Current");
if (!Spec)
{
LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of ability with invalid SpecHandle!");
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
return;
}
AbilitySystemComponent->ConsumeAllReplicatedData(Handle, (FPredictionKey*)PredictionKey);
/* const */ UGameplayAbility * AbilityToActivate = Spec->GetAbility();
if (!AbilityToActivate)
{
LOG_ERROR(LogAbilities, "InternalServerTryActiveAbility. Rejecting ClientActivation of unconfigured spec ability!");
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
return;
}
static auto InputPressedOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpec", "InputPressed");
UGameplayAbility* InstancedAbility = nullptr;
SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, true); // InputPressed = true
bool res = false;
if (PredictionKeySize == 0x10)
res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal(AbilitySystemComponent, Handle, *(PadHex10*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
else if (PredictionKeySize == 0x18)
res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal2(AbilitySystemComponent, Handle, *(PadHex18*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
else
LOG_ERROR(LogAbilities, "Prediction key size does not match with any of them!");
if (!res)
{
LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of {}. InternalTryActivateAbility failed: ", AbilityToActivate->GetName());
AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
SetBitfield((PlaceholderBitfield*)(__int64(Spec) + InputPressedOffset), 1, false); // InputPressed = false
static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
AbilitySystemComponent->Get<FFastArraySerializer>(ActivatableAbilitiesOffset).MarkItemDirty(Spec);
}
else
{
// LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Activated {}", AbilityToActivate->GetName());
}
// bro ignore this next part idk where to put it ok
/* static auto OwnerActorOffset = AbilitySystemComponent->GetOffset("OwnerActor");
auto PlayerState = Cast<AFortPlayerStateAthena>(AbilitySystemComponent->Get<AActor*>(OwnerActorOffset));
if (!PlayerState)
return;
auto Controller = Cast<AFortPlayerController>(PlayerState->GetOwner());
LOG_INFO(LogAbilities, "Owner {}", PlayerState->GetOwner()->GetFullName());
if (!Controller)
return;
auto Pawn = Controller->GetMyFortPawn();
if (!Pawn)
return;
auto CurrentWeapon = Pawn->GetCurrentWeapon();
auto WorldInventory = Controller ? Controller->GetWorldInventory() : nullptr;
if (!WorldInventory || !CurrentWeapon)
return;
auto CurrentWeaponInstance = WorldInventory->FindItemInstance(CurrentWeapon->GetItemEntryGuid());
auto CurrentWeaponReplicatedEntry = WorldInventory->FindReplicatedEntry(CurrentWeapon->GetItemEntryGuid());
static auto AmmoCountOffset = CurrentWeapon->GetOffset("AmmoCount");
auto AmmoCount = CurrentWeapon->Get<int>(AmmoCountOffset);
if (CurrentWeaponReplicatedEntry->GetLoadedAmmo() != AmmoCount)
{
CurrentWeaponInstance->GetItemEntry()->GetLoadedAmmo() = AmmoCount;
CurrentWeaponReplicatedEntry->GetLoadedAmmo() = AmmoCount;
WorldInventory->GetItemList().MarkItemDirty(CurrentWeaponInstance->GetItemEntry());
WorldInventory->GetItemList().MarkItemDirty(CurrentWeaponReplicatedEntry);
} */
}
FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass)
{
// LOG_INFO(LogDev, "Making spec!");
auto NewSpec = MakeNewSpec(AbilityClass);
// LOG_INFO(LogDev, "Made spec!");
FGameplayAbilitySpecHandle Handle;
GiveAbilityOriginal(this, &Handle, __int64(NewSpec));
return Handle;
}
FGameplayAbilitySpec* UAbilitySystemComponent::FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle)
{
FGameplayAbilitySpec* SpecToReturn = nullptr;
auto compareHandles = [&Handle, &SpecToReturn](FGameplayAbilitySpec* Spec) {
auto& CurrentHandle = Spec->GetHandle();
if (CurrentHandle.Handle == Handle.Handle)
{
SpecToReturn = Spec;
return;
}
};
LoopSpecs(this, compareHandles);
return SpecToReturn;
}