Files
Reboot-Launcher/dependencies/reboot/Project Reboot 3.0/commands.cpp
Alessandro Autiero b41e22adeb <feat: New project structure>
<feat: New release>
2023-09-02 15:34:15 +02:00

952 lines
27 KiB
C++

#include "commands.h"
void ServerCheatHook(AFortPlayerControllerAthena* PlayerController, FString Msg)
{
if (!Msg.Data.Data || Msg.Data.Num() <= 0)
return;
auto PlayerState = Cast<AFortPlayerStateAthena>(PlayerController->GetPlayerState());
// std::cout << "aa!\n";
if (!PlayerState || !IsOperator(PlayerState, PlayerController))
return;
std::vector<std::string> Arguments;
auto OldMsg = Msg.ToString();
auto ReceivingController = PlayerController; // for now
auto ReceivingPlayerState = PlayerState; // for now
auto firstBackslash = OldMsg.find_first_of("\\");
auto lastBackslash = OldMsg.find_last_of("\\");
static auto World_NetDriverOffset = GetWorld()->GetOffset("NetDriver");
auto WorldNetDriver = GetWorld()->Get<UNetDriver*>(World_NetDriverOffset);
auto& ClientConnections = WorldNetDriver->GetClientConnections();
if (firstBackslash != std::string::npos && lastBackslash != std::string::npos)
{
if (firstBackslash != lastBackslash)
{
std::string player = OldMsg;
player = player.substr(firstBackslash + 1, lastBackslash - firstBackslash - 1);
for (int i = 0; i < ClientConnections.Num(); ++i)
{
static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
if (!CurrentPlayerController)
continue;
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
if (!CurrentPlayerState)
continue;
FString PlayerName = CurrentPlayerState->GetPlayerName();
if (PlayerName.ToString() == player) // hopefully we arent on adifferent thread
{
ReceivingController = CurrentPlayerController;
ReceivingPlayerState = CurrentPlayerState;
PlayerName.Free();
break;
}
PlayerName.Free();
}
}
else
{
// SendMessageToConsole(PlayerController, L"Warning: You have a backslash but no ending backslash, was this by mistake? Executing on you.");
}
}
if (!ReceivingController || !ReceivingPlayerState)
{
SendMessageToConsole(PlayerController, L"Unable to find player!");
return;
}
{
auto Message = Msg.ToString();
size_t start = Message.find('\\');
while (start != std::string::npos) // remove the playername
{
size_t end = Message.find('\\', start + 1);
if (end == std::string::npos)
break;
Message.replace(start, end - start + 2, "");
start = Message.find('\\');
}
int zz = 0;
// std::cout << "Message Before: " << Message << '\n';
while (Message.find(" ") != std::string::npos)
{
auto arg = Message.substr(0, Message.find(' '));
Arguments.push_back(arg);
// std::cout << std::format("[{}] {}\n", zz, arg);
Message.erase(0, Message.find(' ') + 1);
zz++;
}
// if (zz == 0)
{
Arguments.push_back(Message);
// std::cout << std::format("[{}] {}\n", zz, Message);
zz++;
}
// std::cout << "Message After: " << Message << '\n';
}
auto NumArgs = Arguments.size() == 0 ? 0 : Arguments.size() - 1;
// std::cout << "NumArgs: " << NumArgs << '\n';
// return;
bool bSendHelpMessage = false;
if (Arguments.size() >= 1)
{
auto& Command = Arguments[0];
std::transform(Command.begin(), Command.end(), Command.begin(), ::tolower);
if (Command == "giveitem")
{
if (NumArgs < 1)
{
SendMessageToConsole(PlayerController, L"Please provide a WID!");
return;
}
auto WorldInventory = ReceivingController->GetWorldInventory();
if (!WorldInventory)
{
SendMessageToConsole(PlayerController, L"No world inventory!");
return;
}
auto& weaponName = Arguments[1];
int count = 1;
try
{
if (NumArgs >= 2)
count = std::stoi(Arguments[2]);
}
catch (...)
{
}
// LOG_INFO(LogDev, "weaponName: {}", weaponName);
auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
if (!WID)
{
SendMessageToConsole(PlayerController, L"Invalid WID!");
return;
}
bool bShouldUpdate = false;
WorldInventory->AddItem(WID, &bShouldUpdate, count);
if (bShouldUpdate)
WorldInventory->Update();
SendMessageToConsole(PlayerController, L"Granted item!");
}
else if (Command == "printsimulatelootdrops")
{
if (NumArgs < 1)
{
SendMessageToConsole(PlayerController, L"Please provide a LootTierGroup!");
return;
}
auto& lootTierGroup = Arguments[1];
auto LootDrops = PickLootDrops(UKismetStringLibrary::Conv_StringToName(std::wstring(lootTierGroup.begin(), lootTierGroup.end()).c_str()), -1, true);
for (int i = 0; i < LootDrops.size(); ++i)
{
}
SendMessageToConsole(PlayerController, L"Printed!");
}
/* else if (Command == "debugattributes")
{
auto AbilitySystemComponent = ReceivingPlayerState->GetAbilitySystemComponent();
if (!AbilitySystemComponent)
{
SendMessageToConsole(PlayerController, L"No AbilitySystemComponent!");
return;
}
SendMessageToConsole(PlayerController, (L"AbilitySystemComponent->GetSpawnedAttributes().Num(): " + std::to_wstring(AbilitySystemComponent->GetSpawnedAttributes().Num())).c_str());
for (int i = 0; i < AbilitySystemComponent->GetSpawnedAttributes().Num(); ++i)
{
auto CurrentAttributePathName = AbilitySystemComponent->GetSpawnedAttributes().at(i)->GetPathName();
SendMessageToConsole(PlayerController, (L"SpawnedAttribute Name: " + std::wstring(CurrentAttributePathName.begin(), CurrentAttributePathName.end())).c_str());
}
}
else if (Command == "debugcurrentitem")
{
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn!");
return;
}
auto CurrentWeapon = Pawn->GetCurrentWeapon();
if (!CurrentWeapon)
{
SendMessageToConsole(PlayerController, L"No CurrentWeapon!");
return;
}
auto WorldInventory = ReceivingController->GetWorldInventory();
if (!CurrentWeapon)
{
SendMessageToConsole(PlayerController, L"No WorldInventory!");
return;
}
auto ItemInstance = WorldInventory->FindItemInstance(CurrentWeapon->GetItemEntryGuid());
auto ReplicatedEntry = WorldInventory->FindReplicatedEntry(CurrentWeapon->GetItemEntryGuid());
if (!ItemInstance)
{
SendMessageToConsole(PlayerController, L"Failed to find ItemInstance!");
return;
}
if (!ReplicatedEntry)
{
SendMessageToConsole(PlayerController, L"Failed to find ReplicatedEntry!");
return;
}
SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetGenericAttributeValues().Num(): " + std::to_wstring(ReplicatedEntry->GetGenericAttributeValues().Num())).c_str());
SendMessageToConsole(PlayerController, (L"ReplicatedEntry->GetStateValues().Num(): " + std::to_wstring(ReplicatedEntry->GetStateValues().Num())).c_str());
for (int i = 0; i < ReplicatedEntry->GetStateValues().Num(); ++i)
{
SendMessageToConsole(PlayerController, (L"[{}] StateValue Type: "
+ std::to_wstring((int)ReplicatedEntry->GetStateValues().at(i, FFortItemEntryStateValue::GetStructSize()).GetStateType())).c_str()
);
}
} */
else if (Command == "op")
{
if (ReceivingController == PlayerController)
{
SendMessageToConsole(PlayerController, L"You can't op yourself!");
return;
}
if (IsOp(ReceivingController))
{
SendMessageToConsole(PlayerController, L"Player is already operator!");
return;
}
Op(ReceivingController);
SendMessageToConsole(PlayerController, L"Granted operator to player!");
}
else if (Command == "deop")
{
if (!IsOp(ReceivingController))
{
SendMessageToConsole(PlayerController, L"Player is not operator!");
return;
}
Deop(ReceivingController);
SendMessageToConsole(PlayerController, L"Removed operator from player!");
}
else if (Command == "setpickaxe")
{
if (NumArgs < 1)
{
SendMessageToConsole(PlayerController, L"Please provide a pickaxe!");
return;
}
if (Fortnite_Version < 3) // Idk why but emptyslot kicks the player because of the validate.
{
SendMessageToConsole(PlayerController, L"Not supported on this version!");
return;
}
auto WorldInventory = ReceivingController->GetWorldInventory();
if (!WorldInventory)
{
SendMessageToConsole(PlayerController, L"No world inventory!");
return;
}
auto& pickaxeName = Arguments[1];
static auto AthenaPickaxeItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaPickaxeItemDefinition");
auto Pickaxe1 = FindObject(pickaxeName + "." + pickaxeName, nullptr, ANY_PACKAGE);
UFortWeaponMeleeItemDefinition* NewPickaxeItemDefinition = nullptr;
if (Pickaxe1)
{
if (Pickaxe1->IsA(AthenaPickaxeItemDefinitionClass))
{
static auto WeaponDefinitionOffset = Pickaxe1->GetOffset("WeaponDefinition");
NewPickaxeItemDefinition = Pickaxe1->Get<UFortWeaponMeleeItemDefinition*>(WeaponDefinitionOffset);
}
else
{
NewPickaxeItemDefinition = Cast<UFortWeaponMeleeItemDefinition>(Pickaxe1);
}
}
if (!NewPickaxeItemDefinition)
{
SendMessageToConsole(PlayerController, L"Invalid pickaxe item definition!");
return;
}
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
if (PickaxeInstance)
{
WorldInventory->RemoveItem(PickaxeInstance->GetItemEntry()->GetItemGuid(), nullptr, PickaxeInstance->GetItemEntry()->GetCount(), true);
}
WorldInventory->AddItem(NewPickaxeItemDefinition, nullptr, 1);
WorldInventory->Update();
SendMessageToConsole(PlayerController, L"Successfully set pickaxe!");
}
else if (Command == "load")
{
if (!Globals::bCreative)
{
SendMessageToConsole(PlayerController, L"It is not creative!");
return;
}
static auto CreativePlotLinkedVolumeOffset = ReceivingController->GetOffset("CreativePlotLinkedVolume", false);
auto Volume = CreativePlotLinkedVolumeOffset == -1 ? nullptr : ReceivingController->GetCreativePlotLinkedVolume();
if (Arguments.size() <= 1)
{
SendMessageToConsole(PlayerController, L"Please provide a filename!\n");
return;
}
std::string FileName = "islandSave";
try { FileName = Arguments[1]; }
catch (...) {}
float X{ -1 }, Y{ -1 }, Z{ -1 };
if (Arguments.size() >= 4)
{
try { X = std::stof(Arguments[2]); }
catch (...) {}
try { Y = std::stof(Arguments[3]); }
catch (...) {}
try { Z = std::stof(Arguments[4]); }
catch (...) {}
}
else
{
if (!Volume)
{
SendMessageToConsole(PlayerController, L"They do not have an island!");
return;
}
}
if (X != -1 && Y != -1 && Z != -1) // omg what if they want to spawn it at -1 -1 -1!!!
Builder::LoadSave(FileName, FVector(X, Y, Z), FRotator());
else
Builder::LoadSave(FileName, Volume);
SendMessageToConsole(PlayerController, L"Loaded!");
}
else if (Command == "spawnpickup")
{
if (NumArgs < 1)
{
SendMessageToConsole(PlayerController, L"Please provide a WID!");
return;
}
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn!");
return;
}
auto& weaponName = Arguments[1];
int count = 1;
int amount = 1;
try
{
if (NumArgs >= 2)
count = std::stoi(Arguments[2]);
if (NumArgs >= 3)
amount = std::stoi(Arguments[3]);
}
catch (...)
{
}
constexpr int Max = 100;
if (amount > Max)
{
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
amount = Max;
}
// LOG_INFO(LogDev, "weaponName: {}", weaponName);
auto WID = Cast<UFortWorldItemDefinition>(FindObject(weaponName, nullptr, ANY_PACKAGE));
if (!WID)
{
SendMessageToConsole(PlayerController, L"Invalid WID!");
return;
}
auto Location = Pawn->GetActorLocation();
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
PickupCreateData CreateData;
CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(WID, count, -1, MAX_DURABILITY, WID->GetFinalLevel(GameState->GetWorldLevel()));
CreateData.SpawnLocation = Location;
CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
for (int i = 0; i < amount; i++)
{
AFortPickup::SpawnPickup(CreateData);
}
}
else if (Command == "listplayers")
{
std::string PlayerNames;
for (int i = 0; i < ClientConnections.Num(); i++)
{
static auto PlayerControllerOffset = ClientConnections.at(i)->GetOffset("PlayerController");
auto CurrentPlayerController = Cast<AFortPlayerControllerAthena>(ClientConnections.at(i)->Get(PlayerControllerOffset));
if (!CurrentPlayerController)
continue;
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayerController->GetPlayerState());
if (!CurrentPlayerState->IsValidLowLevel())
continue;
PlayerNames += "\"" + CurrentPlayerState->GetPlayerName().ToString() + "\" ";
}
SendMessageToConsole(PlayerController, std::wstring(PlayerNames.begin(), PlayerNames.end()).c_str());
}
else if (Command == "launch")
{
if (Arguments.size() <= 3)
{
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
return;
}
float X{}, Y{}, Z{};
try { X = std::stof(Arguments[1]); }
catch (...) {}
try { Y = std::stof(Arguments[2]); }
catch (...) {}
try { Z = std::stof(Arguments[3]); }
catch (...) {}
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
return;
}
static auto LaunchCharacterFn = FindObject<UFunction>(L"/Script/Engine.Character.LaunchCharacter");
struct
{
FVector LaunchVelocity; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bXYOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bZOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} ACharacter_LaunchCharacter_Params{ FVector(X, Y, Z), false, false };
Pawn->ProcessEvent(LaunchCharacterFn, &ACharacter_LaunchCharacter_Params);
SendMessageToConsole(PlayerController, L"Launched character!");
}
else if (Command == "setshield")
{
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn!");
return;
}
float Shield = 0.f;
if (NumArgs >= 1)
{
try { Shield = std::stof(Arguments[1]); }
catch (...) {}
}
Pawn->SetShield(Shield);
SendMessageToConsole(PlayerController, L"Set shield!\n");
}
else if (Command == "god")
{
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn!");
return;
}
Pawn->SetCanBeDamaged(!Pawn->CanBeDamaged());
SendMessageToConsole(PlayerController, std::wstring(L"God set to " + std::to_wstring(!(bool)Pawn->CanBeDamaged())).c_str());
}
else if (Command == "applycid")
{
auto PlayerState = Cast<AFortPlayerState>(ReceivingController->GetPlayerState());
if (!PlayerState) // ???
{
SendMessageToConsole(PlayerController, L"No playerstate!");
return;
}
auto Pawn = Cast<AFortPlayerPawn>(ReceivingController->GetMyFortPawn());
std::string CIDStr = Arguments[1];
auto CIDDef = FindObject(CIDStr, nullptr, ANY_PACKAGE);
// auto CIDDef = UObject::FindObject<UAthenaCharacterItemDefinition>(CIDStr);
if (!CIDDef)
{
SendMessageToConsole(PlayerController, L"Invalid character item definition!");
return;
}
LOG_INFO(LogDev, "Applying {}", CIDDef->GetFullName());
if (!ApplyCID(Pawn, CIDDef))
{
SendMessageToConsole(PlayerController, L"Failed while applying skin! Please check the server log.");
return;
}
SendMessageToConsole(PlayerController, L"Applied CID!");
}
else if (Command == "suicide")
{
static auto ServerSuicideFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerController.ServerSuicide");
ReceivingController->ProcessEvent(ServerSuicideFn);
}
else if (Command == "summon")
{
if (Arguments.size() <= 1)
{
SendMessageToConsole(PlayerController, L"Please provide a class!\n");
return;
}
auto& ClassName = Arguments[1];
/* if (ClassName.contains("/Script/"))
{
SendMessageToConsole(PlayerController, L"For now, we don't allow non-blueprint classes.\n");
return;
} */
auto Pawn = ReceivingController->GetPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn to spawn class at!");
return;
}
int Count = 1;
if (Arguments.size() >= 3)
{
try { Count = std::stod(Arguments[2]); }
catch (...) {}
}
constexpr int Max = 100;
if (Count > Max)
{
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
Count = Max;
}
static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
static auto ClassClass = FindObject<UClass>(L"/Script/CoreUObject.Class");
auto ClassObj = ClassName.contains("/Script/") ? FindObject<UClass>(ClassName, ClassClass) : LoadObject<UClass>(ClassName, BGAClass); // scuffy
if (ClassObj)
{
int AmountSpawned = 0;
for (int i = 0; i < Count; i++)
{
auto Loc = Pawn->GetActorLocation();
Loc.Z += 1000;
auto NewActor = GetWorld()->SpawnActor<AActor>(ClassObj, Loc, FQuat(), FVector(1, 1, 1));
if (!NewActor)
{
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
}
else
{
AmountSpawned++;
}
}
SendMessageToConsole(PlayerController, L"Summoned!");
}
else
{
SendMessageToConsole(PlayerController, L"Not a valid class!");
}
}
else if (Command == "spawnbottest")
{
// /Game/Athena/AI/MANG/BotData/
if (NumArgs < 1)
{
SendMessageToConsole(PlayerController, L"Please provide a customization object!");
return;
}
auto Pawn = ReceivingController->GetPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
return;
}
auto CustomizationData = LoadObject<UFortAthenaAIBotCustomizationData>(Arguments[1], UFortAthenaAIBotCustomizationData::StaticClass());
if (!CustomizationData)
{
SendMessageToConsole(PlayerController, L"Invalid CustomizationData!");
return;
}
auto NewPawn = SpawnAIFromCustomizationData(Pawn->GetActorLocation(), CustomizationData);
if (NewPawn)
{
SendMessageToConsole(PlayerController, L"Spawned!");
}
else
{
SendMessageToConsole(PlayerController, L"Failed to spawn!");
}
}
else if (Command == "spawnbot")
{
auto Pawn = ReceivingController->GetPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn to spawn bot at!");
return;
}
int Count = 1;
if (Arguments.size() >= 2)
{
try { Count = std::stod(Arguments[1]); }
catch (...) {}
}
constexpr int Max = 99;
if (Count > Max)
{
SendMessageToConsole(PlayerController, (std::wstring(L"You went over the limit! Only spawning ") + std::to_wstring(Max) + L".").c_str());
Count = Max;
}
int AmountSpawned = 0;
for (int i = 0; i < Count; i++)
{
FActorSpawnParameters SpawnParameters{};
// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
auto Loc = Pawn->GetActorLocation();
Loc.Z += 1000;
FTransform Transform;
Transform.Translation = Loc;
Transform.Scale3D = FVector(1, 1, 1);
auto NewActor = Bots::SpawnBot(Transform);
if (!NewActor)
{
SendMessageToConsole(PlayerController, L"Failed to spawn an actor!");
}
else
{
AmountSpawned++;
}
}
SendMessageToConsole(PlayerController, L"Summoned!");
}
else if (Command == "sethealth")
{
auto Pawn = ReceivingController->GetMyFortPawn();
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn!");
return;
}
float Health = 100.f;
try { Health = std::stof(Arguments[1]); }
catch (...) {}
Pawn->SetHealth(Health);
SendMessageToConsole(PlayerController, L"Set health!\n");
}
else if (Command == "pausesafezone")
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(), L"pausesafezone", nullptr);
// GameMode->PauseSafeZone(GameState->IsSafeZonePaused() == 0);
}
else if (Command == "teleport" || Command == "tp")
{
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
if (!CheatManager)
{
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
return;
}
CheatManager->Teleport();
CheatManager = nullptr;
SendMessageToConsole(PlayerController, L"Teleported!");
}
else if (Command == "wipequickbar" || Command == "wipequickbars")
{
bool bWipePrimary = false;
bool bWipeSecondary = false;
bool bCheckShouldBeDropped = true;
bool bWipeSingularQuickbar = Command != "wipequickbars";
if (bWipeSingularQuickbar)
{
if (Arguments.size() <= 1)
{
SendMessageToConsole(PlayerController, L"Please provide \"primary\" or \"secondary\"!\n");
return;
}
std::string quickbarType = Arguments[1];
std::transform(quickbarType.begin(), quickbarType.end(), quickbarType.begin(), ::tolower);
if (quickbarType == "primary") bWipePrimary = true;
if (quickbarType == "secondary") bWipeSecondary = true;
}
else
{
bWipePrimary = true;
bWipeSecondary = true;
}
if (!bWipePrimary && !bWipeSecondary)
{
SendMessageToConsole(PlayerController, L"Please provide \"primary\" or \"secondary\"!\n");
return;
}
if (Arguments.size() > 1 + bWipeSingularQuickbar)
{
std::string bypassCanBeDropped = Arguments[1 + bWipeSingularQuickbar];
std::transform(bypassCanBeDropped.begin(), bypassCanBeDropped.end(), bypassCanBeDropped.begin(), ::tolower);
if (bypassCanBeDropped == "true") bCheckShouldBeDropped = true;
else if (bypassCanBeDropped == "false") bCheckShouldBeDropped = false;
}
auto WorldInventory = ReceivingController->GetWorldInventory();
if (!WorldInventory)
{
SendMessageToConsole(PlayerController, L"Player does not have a WorldInventory!\n");
return;
}
static auto FortEditToolItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.FortEditToolItemDefinition");
static auto FortBuildingItemDefinitionClass = FindObject<UClass>(L"/Script/FortniteGame.FortBuildingItemDefinition");
std::vector<std::pair<FGuid, int>> GuidsAndCountsToRemove;
const auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances();
auto PickaxeInstance = WorldInventory->GetPickaxeInstance();
for (int i = 0; i < ItemInstances.Num(); ++i)
{
auto ItemInstance = ItemInstances.at(i);
const auto ItemDefinition = Cast<UFortWorldItemDefinition>(ItemInstance->GetItemEntry()->GetItemDefinition());
if (bCheckShouldBeDropped
? ItemDefinition->CanBeDropped()
: !ItemDefinition->IsA(FortBuildingItemDefinitionClass)
&& !ItemDefinition->IsA(FortEditToolItemDefinitionClass)
&& ItemInstance != PickaxeInstance
)
{
bool IsPrimary = IsPrimaryQuickbar(ItemDefinition);
if ((bWipePrimary && IsPrimary) || (bWipeSecondary && !IsPrimary))
{
GuidsAndCountsToRemove.push_back({ ItemInstance->GetItemEntry()->GetItemGuid(), ItemInstance->GetItemEntry()->GetCount() });
}
}
}
for (auto& [Guid, Count] : GuidsAndCountsToRemove)
{
WorldInventory->RemoveItem(Guid, nullptr, Count, true);
}
WorldInventory->Update();
SendMessageToConsole(PlayerController, L"Cleared!\n");
}
else if (Command == "destroytarget")
{
auto CheatManager = ReceivingController->SpawnCheatManager(UCheatManager::StaticClass());
if (!CheatManager)
{
SendMessageToConsole(PlayerController, L"Failed to spawn player's cheat manager!");
return;
}
CheatManager->DestroyTarget();
CheatManager = nullptr;
SendMessageToConsole(PlayerController, L"Destroyed target!");
}
else if (Command == "bugitgo")
{
if (Arguments.size() <= 3)
{
SendMessageToConsole(PlayerController, L"Please provide X, Y, and Z!\n");
return;
}
float X{}, Y{}, Z{};
try { X = std::stof(Arguments[1]); }
catch (...) {}
try { Y = std::stof(Arguments[2]); }
catch (...) {}
try { Z = std::stof(Arguments[3]); }
catch (...) {}
auto Pawn = Cast<APawn>(ReceivingController->GetPawn());
if (!Pawn)
{
SendMessageToConsole(PlayerController, L"No pawn to teleport!");
return;
}
Pawn->TeleportTo(FVector(X, Y, Z), Pawn->GetActorRotation());
SendMessageToConsole(PlayerController, L"Teleported!");
}
else { bSendHelpMessage = true; };
}
else { bSendHelpMessage = true; };
if (bSendHelpMessage)
{
FString HelpMessage = LR"(
cheat giveitem <ShortWID> <Count=1> - Gives a weapon to the executing player, if inventory is full drops a pickup on the player.
cheat summon <BlueprintClassPathName> <Count=1> - Summons the specified blueprint class at the executing player's location. Note: There is a limit on the count.
cheat bugitgo <X> <Y> <Z> - Teleport to a location.
cheat launch <X> <Y> <Z> - Launches a player.
cheat listplayers - Gives you all players names.
cheat pausesafezone - Pauses the zone.
cheat sethealth <Health=100.f> - Sets executing player's health.
cheat setshield <Shield=0.f> - Sets executing player's shield.
cheat applycid <CIDShortName> - Sets a player's character.
cheat spawnpickup <ShortWID> <ItemCount=1> <PickupCount=1> - Spawns a pickup at specified player.
cheat teleport/tp - Teleports to what the player is looking at.
cheat spawnbot <Amount=1> - Spawns a bot at the player (experimental).
cheat setpickaxe <PickaxeID> - Set player's pickaxe. Can be either the PID or WID
cheat destroytarget - Destroys the actor that the player is looking at.
cheat wipequickbar <Primary|Secondary> <RemoveUndroppables=false> - Wipes the specified quickbar (parameters is not case sensitive).
cheat wipequickbars <RemoveUndroppables=false> - Wipes primary and secondary quickbar of targeted player (parameter is not case sensitive).
cheat suicide - Makes targeted player suicide.
If you want to execute a command on a certain player, surround their name (case sensitive) with \, and put the param with their name anywhere. Example: cheat sethealth \Milxnor\ 100
)";
SendMessageToConsole(PlayerController, HelpMessage);
}
}