mirror of
https://github.com/Auties00/Reboot-Launcher.git
synced 2026-01-13 11:12:23 +01:00
270 lines
12 KiB
C++
270 lines
12 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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FActiveGameplayEffectHandle UAbilitySystemComponent::ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext)
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{
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static auto BP_ApplyGameplayEffectToSelfFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.BP_ApplyGameplayEffectToSelf");
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struct
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{
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UClass* GameplayEffectClass; // (Parm, ZeroConstructor, IsPlainOldData)
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float Level; // (Parm, ZeroConstructor, IsPlainOldData)
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FGameplayEffectContextHandle EffectContext; // (Parm)
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FActiveGameplayEffectHandle ReturnValue; // (Parm, OutParm, ReturnParm)
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}UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params{GameplayEffectClass, Level, EffectContext};
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this->ProcessEvent(BP_ApplyGameplayEffectToSelfFn, &UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params);
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return UAbilitySystemComponent_BP_ApplyGameplayEffectToSelf_Params.ReturnValue;
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}
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/* FGameplayEffectContextHandle UAbilitySystemComponent::MakeEffectContext()
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{
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static auto MakeEffectContextFn = FindObject<UFunction>("/Script/GameplayAbilities.AbilitySystemComponent.MakeEffectContext");
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FGameplayEffectContextHandle ContextHandle;
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this->ProcessEvent(MakeEffectContextFn, &ContextHandle);
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return ContextHandle;
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} */
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void UAbilitySystemComponent::ServerEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo, FPredictionKey* PredictionKey)
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{
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static auto ServerEndAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility");
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auto Params = Alloc<void>(ServerEndAbilityFn->GetPropertiesSize());
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if (!Params)
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return;
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static auto AbilityToEndOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "AbilityToEnd");
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static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "ActivationInfo");
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static auto PredictionKeyOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ServerEndAbility", "PredictionKey");
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*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToEndOffset) = AbilityToEnd;
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CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
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CopyStruct((FPredictionKey*)(__int64(Params) + PredictionKeyOffset), PredictionKey, FPredictionKey::GetStructSize());
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this->ProcessEvent(ServerEndAbilityFn, Params);
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VirtualFree(Params, 0, MEM_RELEASE);
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}
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void UAbilitySystemComponent::ClientEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo)
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{
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static auto ClientEndAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility");
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auto Params = Alloc(ClientEndAbilityFn->GetPropertiesSize());
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static auto AbilityToEndOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility", "AbilityToEnd");
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static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientEndAbility", "ActivationInfo");
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*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToEndOffset) = AbilityToEnd;
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CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
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this->ProcessEvent(ClientEndAbilityFn, Params);
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VirtualFree(Params, 0, MEM_RELEASE);
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}
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void UAbilitySystemComponent::ClientCancelAbility(FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo* ActivationInfo)
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{
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static auto ClientCancelAbilityFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility");
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auto Params = Alloc(ClientCancelAbilityFn->GetPropertiesSize());
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static auto AbilityToCancelOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility", "AbilityToCancel");
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static auto ActivationInfoOffset = FindOffsetStruct("/Script/GameplayAbilities.AbilitySystemComponent.ClientCancelAbility", "ActivationInfo");
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*(FGameplayAbilitySpecHandle*)(__int64(Params) + AbilityToCancelOffset) = AbilityToCancel;
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CopyStruct((FGameplayAbilityActivationInfo*)(__int64(Params) + ActivationInfoOffset), ActivationInfo, FGameplayAbilityActivationInfo::GetStructSize());
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this->ProcessEvent(ClientCancelAbilityFn, Params);
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VirtualFree(Params, 0, MEM_RELEASE);
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}
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bool UAbilitySystemComponent::HasAbility(UObject* DefaultAbility)
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{
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auto ActivatableAbilities = GetActivatableAbilities();
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auto& Items = ActivatableAbilities->GetItems();
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for (int i = 0; i < Items.Num(); ++i)
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{
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auto Spec = Items.AtPtr(i, FGameplayAbilitySpec::GetStructSize());
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if (Spec->GetAbility() == DefaultAbility)
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return true;
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}
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return false;
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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>(L"/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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AbilitySystemComponent->GetActivatableAbilities()->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, UObject* SourceObject, bool bDoNotRegive)
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{
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if (!AbilityClass)
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{
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LOG_WARN(LogAbilities, "Invalid AbilityClass passed into GiveAbilityEasy!");
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return FGameplayAbilitySpecHandle();
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}
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// LOG_INFO(LogDev, "Making spec!");
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auto DefaultAbility = AbilityClass->CreateDefaultObject();
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if (!DefaultAbility)
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return FGameplayAbilitySpecHandle();
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if (bDoNotRegive && HasAbility(DefaultAbility))
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return FGameplayAbilitySpecHandle();
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auto NewSpec = MakeNewSpec((UClass*)DefaultAbility, SourceObject, true);
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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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}
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void UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect(UClass* GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int StacksToRemove)
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{
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static auto RemoveActiveGameplayEffectBySourceEffectFn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.RemoveActiveGameplayEffectBySourceEffect");
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struct
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{
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UClass* GameplayEffect; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UAbilitySystemComponent* InstigatorAbilitySystemComponent; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int StacksToRemove; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params{GameplayEffect, InstigatorAbilitySystemComponent, StacksToRemove};
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this->ProcessEvent(RemoveActiveGameplayEffectBySourceEffectFn, &UAbilitySystemComponent_RemoveActiveGameplayEffectBySourceEffect_Params);
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}
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void UAbilitySystemComponent::ClearAbility(const FGameplayAbilitySpecHandle& Handle)
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{
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if (!Addresses::ClearAbility)
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{
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LOG_INFO(LogDev, "Invalid clear ability!");
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return;
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}
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static void (*ClearAbilityOriginal)(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAbilitySpecHandle& Handle) = decltype(ClearAbilityOriginal)(Addresses::ClearAbility);
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ClearAbilityOriginal(this, Handle);
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} |