Files
OG-Fortnite-Cheat/Fortnite Internal/Game/SDK/Classes/FortniteGame_Functions.cpp
T
raax7 b4c19d6cee Chams!
- Added chams! (still lots of work to be done)
- Completely refactored Game/Actors/Loops/FortPickup.cpp
2024-03-28 02:59:50 +00:00

272 lines
7.3 KiB
C++

#include "FortniteGame_Classes.h"
#include "../../../Utilities/Logger.h"
SDK::UClass* SDK::AFortAthenaVehicle::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortAthenaVehicle")));
return Clss;
}
SDK::UClass* SDK::AFortAthenaAntelopeVehicle::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortAthenaAntelopeVehicle")));
return Clss;
}
SDK::UClass* SDK::AFortAthenaJackalVehicle::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortAthenaJackalVehicle")));
return Clss;
}
SDK::UClass* SDK::AFortAthenaDoghouseVehicle::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortAthenaDoghouseVehicle")));
return Clss;
}
SDK::FLinearColor SDK::UFortItemDefinition::GetRarityColor() {
if (SDK::IsValidPointer(this) == false) return FLinearColor(1.f, 1.f, 1.f, 1.f);
EFortItemTier Tier = this->Tier();
switch (Tier) {
// Common
case SDK::EFortItemTier::I:
return SDK::FLinearColor(0.74f, 0.74f, 0.71f, 1.0f);
// Uncommon
case SDK::EFortItemTier::II:
return SDK::FLinearColor(0.12f, 0.87f, 0.11f, 1.0f);
// Rare
case SDK::EFortItemTier::III:
return SDK::FLinearColor(0.29f, 0.33f, 0.95f, 1.0f);
// Epic
case SDK::EFortItemTier::IV:
return SDK::FLinearColor(0.65f, 0.27f, 0.82f, 1.0f);
// Legendary
case SDK::EFortItemTier::V:
return SDK::FLinearColor(0.95f, 0.40f, 0.07f, 1.0f);
// Mythic
case SDK::EFortItemTier::VI:
return SDK::FLinearColor(0.98f, 0.85f, 0.29f, 1.0f);
// Transcendent
case SDK::EFortItemTier::VII:
return SDK::FLinearColor(0.47f, 1.0f, 0.96f, 1.0f);
// Default
default:
return SDK::FLinearColor(0.74f, 0.74f, 0.71f, 1.0f);
}
return SDK::FLinearColor(1.f, 1.f, 1.f, 1.f);
}
SDK::UClass* SDK::UFortWeaponMeleeItemDefinition::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortWeaponMeleeItemDefinition")));
return Clss;
}
void SDK::AFortPawn::ServerHandlePickup(class AFortPickup* Pickup, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound) {
if (SDK::IsValidPointer(this) == false) return;
struct {
class AFortPickup* Pickup;
float InFlyTime;
struct FVector InStartDirection;
bool bPlayPickupSound;
uint8 Pad_2B6C[0x7];
} params_ServerHandlePickup{};
params_ServerHandlePickup.Pickup = Pickup;
params_ServerHandlePickup.InFlyTime = InFlyTime;
params_ServerHandlePickup.InStartDirection = InStartDirection;
params_ServerHandlePickup.bPlayPickupSound = bPlayPickupSound;
this->ProcessEvent(SDK::Cached::Functions::FortPlayerPawn::ServerHandlePickup, &params_ServerHandlePickup);
}
SDK::UClass* SDK::AFortPickup::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortPickup")));
return Clss;
}
SDK::FFortBaseWeaponStats* SDK::AFortWeapon::WeaponStats() {
if (SDK::IsValidPointer(this) == false) return nullptr;
auto VFT = *reinterpret_cast<void***>(this);
if (VFT != nullptr && VFT[SDK::Cached::VFT::GetWeaponStats] != nullptr) {
return reinterpret_cast<FFortBaseWeaponStats*(*)(void*)>(VFT[SDK::Cached::VFT::GetWeaponStats])(this);
}
}
bool SDK::AFortWeapon::IsProjectileWeapon() {
if (SDK::IsValidPointer(this) == false) return false;
struct {
bool return_value;
} params_IsProjectileWeapon{};
this->ProcessEvent(SDK::Cached::Functions::FortWeapon::IsProjectileWeapon, &params_IsProjectileWeapon);
return params_IsProjectileWeapon.return_value;
}
float SDK::AFortWeapon::GetProjectileSpeed(float ChargePercent) {
if (SDK::IsValidPointer(this) == false) return false;
struct {
float ChargePercent;
float return_value;
} params_GetProjectileSpeed{};
this->ProcessEvent(SDK::Cached::Functions::FortWeapon::GetProjectileSpeed, &params_GetProjectileSpeed);
return params_GetProjectileSpeed.return_value;
}
bool SDK::AFortWeapon::IsPickaxe() {
if (SDK::IsValidPointer(this) == false) return false;
UFortWeaponItemDefinition* WeaponData = this->WeaponData();
if (SDK::IsValidPointer(this) == false) return false;
return WeaponData->IsA(UFortWeaponMeleeItemDefinition::StaticClass());
}
SDK::UClass* SDK::AFortWeapon::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortWeapon")));
return Clss;
}
SDK::UClass* SDK::AFortWeaponRanged::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortWeaponRanged")));
return Clss;
}
SDK::UClass* SDK::AFortPlayerState::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortPlayerState")));
return Clss;
}
SDK::UClass* SDK::AFortPlayerStateZone::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = SDK::UObject::FindClass(std::string(skCrypt("Class FortniteGame.FortPlayerStateZone")));
return Clss;
}
SDK::UClass* SDK::AFortPawn::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("FortPawn")));
return Clss;
}
SDK::AFortAthenaVehicle* SDK::AFortPlayerPawn::GetVehicle() {
if (SDK::IsValidPointer(this) == false) return nullptr;
return VehicleStateLocal()->Vehicle();
}
std::vector<SDK::USkeletalMeshComponentBudgeted*> SDK::AFortPlayerPawn::GetCharacterPartSkeletalMeshComponents() {
std::vector<USkeletalMeshComponentBudgeted*> Components;
if (SDK::IsValidPointer(this) == false || SDK::Cached::Offsets::FortPlayerPawn::CharacterPartSkeletalMeshComponents == -0x1) return Components;
// There should never be more than 8 character parts
for (int i = 0; i < 8; i++) {
USkeletalMeshComponentBudgeted* Mesh = *(USkeletalMeshComponentBudgeted**)((uintptr_t)this + SDK::Cached::Offsets::FortPlayerPawn::CharacterPartSkeletalMeshComponents + (i * 8));
if (SDK::IsValidPointer(Mesh) == false || Mesh->IsA(USkeletalMeshComponentBudgeted::StaticClass()) == false) continue;
Components.push_back(Mesh);
}
return Components;
}
SDK::UClass* SDK::AFortPlayerPawnAthena::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("FortPlayerPawnAthena")));
return Clss;
}
SDK::UClass* SDK::AFortPlayerController::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("FortPlayerController")));
return Clss;
}
SDK::UClass* SDK::UFortLocalPlayer::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("FortLocalPlayer")));
return Clss;
}
SDK::UClass* SDK::AFortGameStateAthena::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("FortGameStateAthena")));
return Clss;
}
SDK::UClass* SDK::ABuildingWeakSpot::StaticClass() {
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast(std::string(skCrypt("BuildingWeakSpot")));
return Clss;
}