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Events.cpp
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Events.cpp
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#include "stdafx.h"
#include "Events.h"
#include <Psapi.h>
#include <other/CommandParser.h>
#include <other/CommandSystem.h>
#include <events/PlayerEvents.h>
#include "Util.h"
#include "Global.h"
#include "ExampleMod.h"
#include "sdk/SDK.hpp"
void Events::GetMessage(SML::ModReturns* returns, void* player, std::string message) {
if (message.length() <= 1)
return;
SML::CommandParser::CommandData data = SML::CommandParser::Parse(message);
SML::Command command = UtilityMod::commandSystem.get_command(data.Command);
if (!command.Empty) {
SML::mod_info(UtilityMod::name, "Invoking Command: ", data.Command);
command.Invoke(player, data);
returns->UseOriginalFunction = false;
}
else {
SML::mod_info(UtilityMod::name, "Invalid Command: ", data.Command);
}
}
void Events::OnKeyInput(SML::ModReturns* returns, void* input, void* key, void* event, float amountDepressed, bool gamepad) {
if (Global::m_LocalPlayer->PlayerController != nullptr && Global::m_LocalPlayer->PlayerController->Character != nullptr) {
auto character = static_cast<AFGCharacterPlayer*>(Global::m_LocalPlayer->PlayerController->Character);
if (GetAsyncKeyState(Config::flyHotkey) & 0x8000) {
auto character = static_cast<AFGCharacterPlayer*>(Global::m_LocalPlayer->PlayerController->Character);
if (CommandStates::isFlying) {
character->CharacterMovement->SetMovementMode(EMovementMode::MOVE_Walking, 0);
Util::sendMessage(L"Fly-Mode disabled");
}
else {
character->CharacterMovement->SetMovementMode(EMovementMode::MOVE_Flying, 0);
Util::sendMessage(L"Fly-Mode enabled");
}
CommandStates::isFlying = !CommandStates::isFlying;
}
}
}
void Events::OnTakeDamage(SML::ModReturns* returns, void* healthComponent, void* damagedActor, float damageAmount, void* damageType, void* instigatedBy, void* damageCauser) {
if (Global::m_LocalPlayer->PlayerController == nullptr || Global::m_LocalPlayer->PlayerController->Character == nullptr)
return;
// Check if the damaged Health Component belongs to the player
size_t characterHCAddress = (size_t)static_cast<AFGCharacterPlayer*>(Global::m_LocalPlayer->PlayerController->Character)->mHealthComponent;
size_t victimHCAddress = (size_t)healthComponent;
if (characterHCAddress != victimHCAddress)
return;
UDamageType type = *(UDamageType*)damageType;
//SML::mod_info(UtilityMod::name, "Detected Damage: ", type.GetName()); // Log damage type
// Ignore fall damage while flying
if (CommandStates::isFlying) {
if (type.GetName() == "Default__DamageType_FallDamage_C") {
returns->UseOriginalFunction = false;
return;
}
}
}
void Events::WorldInit(SML::ModReturns* returns, void* controller) {
// Cache global objects
std::map<std::string, UBlueprintGeneratedClass*> foundItems;
std::map<std::string, UFont*> foundFonts;
SML::mod_info(UtilityMod::name, "Caching global objects...");
auto gObjects = UObject::GetGlobalObjects();
for (int i = 0; i < gObjects.Num(); i++) {
if (gObjects.GetObjectPtr(i) == nullptr) {
SML::mod_warning(UtilityMod::name, "GObject pointer was a nullptr");
SML::mod_warning(UtilityMod::name, "skipping ", gObjects.Num() - i, " objects");
break;
}
auto objectItem = gObjects.GetByIndex(i);
if (objectItem.Object != nullptr) {
auto object = objectItem.Object;
if (object->Class->GetName() == "Font") {
std::string fontName = object->GetName();
foundFonts.insert({ fontName, (UFont*)object });
}
// Get Item classes
if (object->Class->GetName() == "BlueprintGeneratedClass") {
std::string name = object->GetName();
if (Util::startsWith(name, "Desc_")) {
std::string itemName = object->GetName().substr(5);
foundItems.insert({ itemName, (UBlueprintGeneratedClass*)object });
SML::mod_info(UtilityMod::name, "Found item: " + itemName);
}
}
}
}
SML::mod_info(UtilityMod::name, "Total Fonts: ", foundFonts.size());
SML::mod_info(UtilityMod::name, "Total Items: ", foundItems.size());
SML::mod_info(UtilityMod::name, "Total GObjects: ", gObjects.Num());
SML::mod_info(UtilityMod::name, "Caching complete!");
Global::fonts = foundFonts;
Global::items = foundItems;
}
/// WIP
bool Events::FirstCall = true;
void Events::OnLoadObject(SML::ModReturns* returns, SDK::FString* PathName, PVOID funcpointer) {
auto pointer = (void*(WINAPI*)(FString *))funcpointer;
FString str(L"/Game/FactoryGame/Buildable/Factory/ConveyorBeltMk2/UI/ConveyorMk2_256.ConveyorMk2_256");
void * res = pointer(&str);
if (res == nullptr) {
SML::mod_info(UtilityMod::name, "object not found");
}
}
void Events::OnDrawHUD(SML::ModReturns* returns, void* hudptr) {
if (Events::FirstCall) {
/// SDK Init
SML::mod_info(UtilityMod::name, "Initializing the sdk...");
Global::BaseAddress = (DWORD_PTR)GetModuleHandle(nullptr);
MODULEINFO info;
GetModuleInformation(GetCurrentProcess(), (HMODULE)Global::BaseAddress, &info, sizeof(info));
auto btAddrUWorld = Util::FindPattern((PBYTE)Global::BaseAddress, info.SizeOfImage,
(PBYTE) "\x48\x8B\x1D\x00\x00\x00\x04\x48\x85\xDB\x74\x3B",
"xxx???xxxxxx");
auto btOffUWorld = *reinterpret_cast<uint32_t*>(btAddrUWorld + 3);
Global::m_UWorld = reinterpret_cast<UWorld**>(btAddrUWorld + 7 + btOffUWorld);
auto btAddrGObj = Util::FindPattern((PBYTE)Global::BaseAddress, info.SizeOfImage,
(PBYTE) "\x48\x8D\x0D\x00\x00\x00\x04\xE8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xE8\x00\x00\x00\x01",
"xxx???xx???xx???xx???x");
auto btOffGObj = *reinterpret_cast<uint32_t*>(btAddrGObj + 3);
UObject::GObjects = reinterpret_cast<FUObjectArray*>(btAddrGObj + 7 + btOffGObj);
auto btAddrGName = Util::FindPattern((PBYTE)Global::BaseAddress, info.SizeOfImage,
(PBYTE) "\x48\x8B\x05\x00\x00\x00\x03\x48\x85\xC0\x0F\x85\xB0",
"xxx???xxxxxxx");
auto btOffGName = *reinterpret_cast<uint32_t*>(btAddrGName + 3);
FName::GNames = *reinterpret_cast<TNameEntryArray**>(btAddrGName + 7 + btOffGName);
Global::InitializeGlobals();
Events::FirstCall = false;
}
}
void Events::ServerMove_Validate(SML::ModReturns* returns, void *movecomp, float ClientTimeStamp, float DeltaTime, void *Accel, void *RelativeClientLoc, void *ClientMovementBase, void* ClientBaseBoneName, char ClientMovementMode) {
returns->UseOriginalFunction = false;
((UCharacterMovementComponent*)movecomp)->SetMovementMode(TEnumAsByte<EMovementMode>(ClientMovementMode), 0);
((UCharacterMovementComponent*)movecomp)->CharacterOwner->K2_SetActorLocation(*(FVector*)RelativeClientLoc, true, false, nullptr);
}
void Events::ServerCheckClientError(SML::ModReturns* returns, void* movecomp, float ClientTimeStamp, float DeltaTime, void* Accel, void* ClientWorldLocation, void* RelativeClientLocation, void* ClientMovementBase, void* ClientBaseBoneName, char ClientMovementMode) {
// not used
}
void Events::WorkBenchCanProduce(SML::ModReturns* returns, void* workbench, void* recipe, void* inventory) {
AFGGameState* gamestate = static_cast<AFGGameState*>((*Global::m_UWorld)->GameState);
bool active = gamestate->GetCheatNoCost();
returns->ReturnValue = &active;
returns->UseOriginalFunction = !gamestate->GetCheatNoCost();
}
void Events::PawnAddMovementInput(SML::ModReturns* returns, void *pawn, void* WorldDirection, float ScaleValue, bool bForce) {
if (CommandStates::isFlying)
returns->UseOriginalFunction = false;
}
void Events::WireConnect(SML::ModReturns* returns, void* wire, void* first, void* second) {
if (first == nullptr || second == nullptr)
returns->UseOriginalFunction = false;
}
void Events::BuildableSetResourceNode(SML::ModReturns* returns, void* buildable, void* node) {
if (node == nullptr)
returns->UseOriginalFunction = false;
}
void Events::ResourceNodeIsOccupied(SML::ModReturns* returns, void* node) {
if (CommandStates::ignoreBuildRestriction)
((AFGResourceNode*)node)->mIsOccupied = false;
}
void Events::CanConstructHologram(SML::ModReturns* returns, void* hologram) {
returns->ReturnValue = &CommandStates::ignoreBuildRestriction;
returns->UseOriginalFunction = !CommandStates::ignoreBuildRestriction;
}
void Events::Tick(SML::ModReturns* returns, void* world, void* TickType, float DeltaSeconds) {
bool isFocused = GetForegroundWindow() == ::GetActiveWindow();
float fixedDeltaTime = 1.f / Config::fixedFrameRate;
if (CommandStates::isFlying) {
if (Global::m_LocalPlayer->PlayerController != nullptr && Global::m_LocalPlayer->PlayerController->Character != nullptr) {
auto character = static_cast<AFGCharacterPlayer*>(Global::m_LocalPlayer->PlayerController->Character);
UCharacterMovementComponent* moveComponent = character->CharacterMovement;
if (!moveComponent->IsFlying()) { // Reenable flymode if player dies
moveComponent->SetMovementMode(EMovementMode::MOVE_Flying, 0);
}
if (isFocused) {
auto controller = static_cast<AFGPlayerController*>(Global::m_LocalPlayer->PlayerController);
bool speed = GetAsyncKeyState(Config::speedkey);
bool down = GetAsyncKeyState(Config::downkey);
bool up = GetAsyncKeyState(Config::upkey);
bool forward = GetAsyncKeyState(Config::forwardkey);
bool backward = GetAsyncKeyState(Config::backwardkey);
bool right = GetAsyncKeyState(Config::rightkey);
bool left = GetAsyncKeyState(Config::leftkey);
if ((down || up || forward || backward || right || left) && controller->bShowMouseCursor == 0) {
FVector velocity = FVector();
velocity.X = (int)forward - (int)backward;
velocity.Y = (int)right - (int)left;
velocity.Z = (int)up - (int)down;
// Normalize
Util::Normalize(velocity);
// Rotate
velocity = Util::Rotate(velocity, controller->PlayerCameraManager->GetCameraRotation().Yaw);
// Add speed modifiers
velocity = Util::Mutliply(velocity, 10 * (speed ? Config::flyspeedmodemultiplier : 1) * CommandStates::flySpeed * Config::baseflyspeed);
// Set target velocity
CommandStates::targetVelocity = velocity;
}
else {
CommandStates::targetVelocity = FVector();
}
}
else {
CommandStates::targetVelocity = FVector();
}
float deltaTime = 0;
// deltaseconds or fixeddeltatime?
if (Config::flyUseDeltaSeconds)
deltaTime = DeltaSeconds;
else
deltaTime = fixedDeltaTime;
if (Config::smoothFly) {
// Lerp from current velocity to the target velocity
FVector tmp = Util::Lerp(moveComponent->Velocity, CommandStates::targetVelocity, deltaTime * Config::flyVelocityDamping);
tmp.X = abs(tmp.X) < 0.1 ? 0 : tmp.X;
tmp.Y = abs(tmp.Y) < 0.1 ? 0 : tmp.Y;
tmp.Z = abs(tmp.Z) < 0.1 ? 0 : tmp.Z;
moveComponent->Velocity = tmp;
}
else
// Set current velocity to the target velocity
moveComponent->Velocity = CommandStates::targetVelocity;
}
}
}