mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-28 18:37:16 +09:00
735 lines
20 KiB
C++
735 lines
20 KiB
C++
#include "pch.h"
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#include "feature.h"
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using namespace SDK;
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// should only be called from a GUI thread with ImGui context
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void ESP()
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{
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APalPlayerCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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if (!pPalCharacter)
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return;
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UPalShooterComponent* pShootComponent = pPalCharacter->ShooterComponent;
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if (!pShootComponent)
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return;
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APalWeaponBase* pWeapon = pShootComponent->HasWeapon;
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if (pWeapon)
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DrawUActorComponent(pWeapon->InstanceComponents, ImColor(128, 0, 0));
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if (!Config.UCIM)
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return;
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TArray<SDK::APalCharacter*> T = {};
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Config.UCIM->GetAllPalCharacter(&T);
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if (!T.IsValid())
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return;
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for (int i = 0; i < T.Count(); i++)
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ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(10, 10 + (i * 30)), ImColor(128,0,0), T[i]->GetFullName().c_str());
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}
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// credit: xCENTx
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// draws debug information for the input actor array
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// should only be called from a GUI thread with ImGui context
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void ESP_DEBUG(float mDist, ImVec4 color, UClass* mEntType)
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{
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APalPlayerCharacter* pLocalPlayer = Config.GetPalPlayerCharacter();
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if (!pLocalPlayer)
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return;
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APalPlayerController* pPlayerController = static_cast<APalPlayerController*>(pLocalPlayer->Controller);
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if (!pPlayerController)
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return;
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std::vector<AActor*> actors;
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if (!config::GetAllActorsofType(mEntType, &actors, true))
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return;
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auto draw = ImGui::GetBackgroundDrawList();
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__int32 actorsCount = actors.size();
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for (AActor* actor : actors)
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{
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FVector actorLocation = actor->K2_GetActorLocation();
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FVector localPlayerLocation = pLocalPlayer->K2_GetActorLocation();
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float distanceTo = GetDistanceToActor(pLocalPlayer, actor);
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if (distanceTo > mDist)
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continue;
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FVector2D outScreen;
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if (!pPlayerController->ProjectWorldLocationToScreen(actorLocation, &outScreen, true))
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continue;
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char data[0x256];
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const char* StringData = "OBJECT: [%s]\nCLASS: [%s]\nPOSITION: { %0.0f, %0.0f, %0.0f }\nDISTANCE: [%.0fm]";
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if (distanceTo >= 1000.f)
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{
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distanceTo /= 1000.f;
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StringData = "OBJECT: [%s]\nCLASS: [%s]\nPOSITION: { %0.0f, %0.0f, %0.0f }\nDISTANCE: [%.0fkm]";
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}
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sprintf_s(data, StringData, actor->GetName().c_str(), actor->Class->GetFullName().c_str(), actorLocation.X, actorLocation.Y, actorLocation.Z, distanceTo);
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ImVec2 screen = ImVec2(static_cast<float>(outScreen.X), static_cast<float>(outScreen.Y));
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draw->AddText(screen, ImColor(color), data);
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}
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}
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// should only be called from a GUI thread with ImGui context
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void DrawUActorComponent(TArray<UActorComponent*> Comps,ImColor color)
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{
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ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(ImGui::GetIO().DisplaySize.x / 2, ImGui::GetIO().DisplaySize.y / 2), color, "Drawing...");
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if (!Comps.IsValid())
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return;
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for (int i = 0; i < Comps.Count(); i++)
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{
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if (!Comps[i])
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continue;
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ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(10, 10 + (i * 30)), color, Comps[i]->GetFullName().c_str());
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}
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}
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// credit:
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void UnlockAllEffigies()
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{
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APalPlayerCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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APalPlayerState* pPalPlayerState = Config.GetPalPlayerState();
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if (!pPalCharacter || !pPalPlayerState)
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return;
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UWorld* world = Config.GetUWorld();
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if (!world)
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return;
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TUObjectArray* objects = world->GObjects;
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for (int i = 0; i < objects->NumElements; ++i)
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{
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UObject* object = objects->GetByIndex(i);
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if (!object)
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continue;
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if (!object->IsA(APalLevelObjectRelic::StaticClass()))
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continue;
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APalLevelObjectObtainable* relic = (APalLevelObjectObtainable*)object;
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if (!relic) {
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continue;
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}
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pPalPlayerState->RequestObtainLevelObject_ToServer(relic);
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}
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}
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// Credit: BennettStaley
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void IncrementInventoryItemCountByIndex(__int32 mCount, __int32 mIndex)
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{
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APalPlayerCharacter* p_appc = Config.GetPalPlayerCharacter();
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if (!p_appc != NULL)
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return;
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APalPlayerController* p_apc = static_cast<APalPlayerController*>(p_appc->Controller);
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if (!p_apc)
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return;
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APalPlayerState* p_apps = static_cast<SDK::APalPlayerState*>(p_apc->PlayerState);
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if (!p_apps)
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return;
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UPalPlayerInventoryData* InventoryData = p_apps->GetInventoryData();
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if (!InventoryData)
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return;
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UPalItemContainerMultiHelper* InventoryMultiHelper = InventoryData->InventoryMultiHelper;
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if (!InventoryMultiHelper)
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return;
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TArray<class SDK::UPalItemContainer*> Containers = InventoryMultiHelper->Containers;
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if (Containers.Count() <= 0)
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return;
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UPalItemSlot* pSelectedSlot = Containers[0]->Get(mIndex);
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if (!pSelectedSlot != NULL)
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return;
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FPalItemId FirstItemId = pSelectedSlot->GetItemId();
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__int32 StackCount = pSelectedSlot->GetStackCount();
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__int32 mNewCount = StackCount += mCount;
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InventoryData->RequestAddItem(FirstItemId.StaticId, mNewCount, true);
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}
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//
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void AddItemToInventoryByName(UPalPlayerInventoryData* data, char* itemName, int count)
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{
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// obtain lib instance
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static UKismetStringLibrary* lib = UKismetStringLibrary::GetDefaultObj();
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// Convert FNAME
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wchar_t ws[255];
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swprintf(ws, 255, L"%hs", itemName);
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FName Name = lib->Conv_StringToName(FString(ws));
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// Call
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data->RequestAddItem(Name, count, true);
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}
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// Credit: asashi
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void SpawnMultiple_ItemsToInventory(config::QuickItemSet Set)
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{
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SDK::UPalPlayerInventoryData* InventoryData = Config.GetPalPlayerCharacter()->GetPalPlayerController()->GetPalPlayerState()->GetInventoryData();
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switch (Set)
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{
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case 0:
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for (int i = 0; i < IM_ARRAYSIZE(database::basic_items_stackable); i++)
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AddItemToInventoryByName(InventoryData, _strdup(database::basic_items_stackable[i].c_str()), 100);
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break;
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case 1:
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for (int i = 0; i < IM_ARRAYSIZE(database::basic_items_single); i++)
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AddItemToInventoryByName(InventoryData, _strdup(database::basic_items_single[i].c_str()), 1);
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break;
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case 2:
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for (int i = 0; i < IM_ARRAYSIZE(database::pal_unlock_skills); i++)
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AddItemToInventoryByName(InventoryData, _strdup(database::pal_unlock_skills[i].c_str()), 1);
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break;
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case 3:
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for (int i = 0; i < IM_ARRAYSIZE(database::spheres); i++)
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AddItemToInventoryByName(InventoryData, _strdup(database::spheres[i].c_str()), 100);
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break;
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case 4:
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for (int i = 0; i < IM_ARRAYSIZE(database::tools); i++)
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AddItemToInventoryByName(InventoryData, _strdup(database::tools[i].c_str()), 1);
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break;
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default:
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break;
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}
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}
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//
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void AnyWhereTP(FVector& vector, bool IsSafe)
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{
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APalPlayerState* pPalPlayerState = Config.GetPalPlayerState();
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APalPlayerController* pPalPlayerController = Config.GetPalPlayerController();
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if (!pPalPlayerController || !pPalPlayerState)
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return;
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vector = { vector.X,vector.Y + 100,vector.Z };
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FGuid guid = pPalPlayerController->GetPlayerUId();
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pPalPlayerController->Transmitter->Player->RegisterRespawnLocation_ToServer(guid, vector);
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pPalPlayerState->RequestRespawn();
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}
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//
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void ExploitFly(bool IsFly)
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{
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SDK::APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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if (!pPalPlayerCharacter)
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return;
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APalPlayerController* pPalPlayerController = pPalPlayerCharacter->GetPalPlayerController();
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if (!pPalPlayerController)
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return;
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IsFly ? pPalPlayerController->StartFlyToServer() : pPalPlayerController->EndFlyToServer();
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}
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// credit: xCENTx
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void SetFullbright(bool bIsSet)
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{
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ULocalPlayer* pLocalPlayer = Config.GetLocalPlayer();
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if (!pLocalPlayer)
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return;
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UGameViewportClient* pViewport = pLocalPlayer->ViewportClient;
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if (!pViewport)
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return;
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pViewport->mViewMode = bIsSet ? 1 : 3;
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}
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//
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void SpeedHack(float mSpeed)
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{
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UWorld* pWorld = Config.gWorld;
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if (!pWorld)
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return;
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ULevel* pLevel = pWorld->PersistentLevel;
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if (!pLevel)
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return;
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AWorldSettings* pWorldSettings = pLevel->WorldSettings;
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if (!pWorldSettings)
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return;
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pWorld->PersistentLevel->WorldSettings->TimeDilation = mSpeed;
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// pWorldSettings->TimeDilation = mSpeed;
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}
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//
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void SetDemiGodMode(bool bIsSet)
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{
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auto pCharacter = Config.GetPalPlayerCharacter();
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if (!pCharacter)
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return;
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auto pParams = pCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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auto mIVs = pParams->IndividualParameter;
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if (!mIVs)
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return;
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auto sParams = mIVs->SaveParameter;
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pParams->bIsEnableMuteki = bIsSet; // Credit: Mokobake
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if (!bIsSet)
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return;
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// attempt additional parameters
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sParams.HP.Value = sParams.MaxHP.Value;
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sParams.MP.Value = sParams.MaxMP.Value;
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sParams.FullStomach = sParams.MaxFullStomach;
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sParams.PhysicalHealth = EPalStatusPhysicalHealthType::Healthful;
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sParams.SanityValue = 100.f;
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sParams.HungerType = EPalStatusHungerType::Default;
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}
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//
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void RespawnLocalPlayer(bool bIsSafe)
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{
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APalPlayerController* pPalPlayerController = Config.GetPalPlayerController();
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APalPlayerState* pPalPlayerState = Config.GetPalPlayerState();
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if (!pPalPlayerController || !pPalPlayerState)
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return;
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bIsSafe ? pPalPlayerController->TeleportToSafePoint_ToServer() : pPalPlayerState->RequestRespawn();
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}
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void SetPlayerHealth(__int32 newHealth)
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{
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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if (!pPalPlayerCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalPlayerCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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FFixedPoint64 maxHP = pParams->GetMaxHP();
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if (newHealth > maxHP.Value)
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newHealth = maxHP.Value;
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FFixedPoint newHealthPoint = FFixedPoint(newHealth);
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pPalPlayerCharacter->ReviveCharacter_ToServer(newHealthPoint);
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}
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//
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void ReviveLocalPlayer()
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{
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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if (!pPalPlayerCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalPlayerCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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if (pParams->IsDying())
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pParams->ReviveFromDying();
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FFixedPoint64 maxHP = pParams->GetMaxHP();
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FFixedPoint newHealth = FFixedPoint(maxHP.Value);
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pPalPlayerCharacter->ReviveCharacter_ToServer(newHealth);
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}
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//
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void ResetStamina()
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{
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APalPlayerCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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if (!pPalCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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pParams->ResetSP();
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// Reset Pal Stamina ??
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TArray<APalCharacter*> outPals;
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Config.GetTAllPals(&outPals);
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DWORD palsSize = outPals.Count();
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for (int i = 0; i < palsSize; i++)
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{
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APalCharacter* cPal = outPals[i];
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if (!cPal || cPal->IsA(APalMonsterCharacter::StaticClass()))
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continue;
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UPalCharacterParameterComponent* pPalParams = pPalCharacter->CharacterParameterComponent;
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if (!pPalParams)
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return;
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pPalParams->ResetSP();
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}
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}
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//
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void GiveExperiencePoints(__int32 mXP)
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{
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auto pPalPlayerState = Config.GetPalPlayerState();
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if (!pPalPlayerState)
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return;
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pPalPlayerState->GrantExpForParty(mXP);
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}
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//
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void SetPlayerAttackParam(__int32 mNewAtk)
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{
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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if (!pPalPlayerCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalPlayerCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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if (pParams->AttackUp != mNewAtk)
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pParams->AttackUp = mNewAtk;
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}
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//
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void SetPlayerDefenseParam(__int32 mNewDef)
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{
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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if (!pPalPlayerCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalPlayerCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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if (pParams->DefenseUp != mNewDef)
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pParams->DefenseUp = mNewDef;
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}
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//
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void SetInfiniteAmmo(bool bInfAmmo)
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{
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APalPlayerCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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if (!pPalCharacter)
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return;
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UPalShooterComponent* pShootComponent = pPalCharacter->ShooterComponent;
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if (!pShootComponent)
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return;
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APalWeaponBase* pWeapon = pShootComponent->HasWeapon;
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if (pWeapon)
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pWeapon->IsRequiredBullet = bInfAmmo ? false : true;
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}
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//
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void SetCraftingSpeed(float mNewSpeed, bool bRestoreDefault)
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{
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APalPlayerCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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if (!pPalCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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UPalIndividualCharacterParameter* ivParams = pParams->IndividualParameter;
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if (!ivParams)
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return;
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FPalIndividualCharacterSaveParameter sParams = ivParams->SaveParameter;
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TArray<FFloatContainer_FloatPair> mCraftSpeedArray = sParams.CraftSpeedRates.Values;
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if (mCraftSpeedArray.Count() > 0)
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mCraftSpeedArray[0].Value = bRestoreDefault ? 1.0f : mNewSpeed;
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}
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//
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void AddTechPoints(__int32 mPoints)
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{
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APalPlayerState* mPlayerState = Config.GetPalPlayerState();
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if (!mPlayerState)
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return;
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UPalTechnologyData* pTechData = mPlayerState->TechnologyData;
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if (!pTechData)
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return;
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pTechData->TechnologyPoint += mPoints;
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}
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//
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void AddAncientTechPoints(__int32 mPoints)
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{
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APalPlayerState* mPlayerState = Config.GetPalPlayerState();
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if (!mPlayerState)
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return;
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UPalTechnologyData* pTechData = mPlayerState->TechnologyData;
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if (!pTechData)
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return;
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pTechData->bossTechnologyPoint += mPoints;
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}
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//
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void RemoveTechPoints(__int32 mPoints)
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{
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APalPlayerState* mPlayerState = Config.GetPalPlayerState();
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if (!mPlayerState)
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return;
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UPalTechnologyData* pTechData = mPlayerState->TechnologyData;
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if (!pTechData)
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return;
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pTechData->TechnologyPoint -= mPoints;
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}
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//
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void RemoveAncientTechPoint(__int32 mPoints)
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{
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APalPlayerState* mPlayerState = Config.GetPalPlayerState();
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if (!mPlayerState)
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return;
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UPalTechnologyData* pTechData = mPlayerState->TechnologyData;
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if (!pTechData)
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return;
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pTechData->bossTechnologyPoint -= mPoints;
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}
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// credit: xCENTx
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float GetDistanceToActor(AActor* pLocal, AActor* pTarget)
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{
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if (!pLocal || !pTarget)
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return -1.f;
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FVector pLocation = pLocal->K2_GetActorLocation();
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FVector pTargetLocation = pTarget->K2_GetActorLocation();
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double distance = sqrt(pow(pTargetLocation.X - pLocation.X, 2.0) + pow(pTargetLocation.Y - pLocation.Y, 2.0) + pow(pTargetLocation.Z - pLocation.Z, 2.0));
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return distance / 100.0f;
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}
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// credit xCENTx
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void ForgeActor(SDK::AActor* pTarget, float mDistance, float mHeight, float mAngle)
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{
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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APlayerController* pPlayerController = Config.GetPalPlayerController();
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if (!pTarget || !pPalPlayerCharacter || !pPlayerController)
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|
return;
|
|
|
|
APlayerCameraManager* pCamera = pPlayerController->PlayerCameraManager;
|
|
if (!pCamera)
|
|
return;
|
|
|
|
FVector playerLocation = pPalPlayerCharacter->K2_GetActorLocation();
|
|
FVector camFwdDir = pCamera->GetActorForwardVector() * ( mDistance * 100.f );
|
|
FVector targetLocation = playerLocation + camFwdDir;
|
|
|
|
if (mHeight != 0.0f)
|
|
targetLocation.Y += mHeight;
|
|
|
|
FRotator targetRotation = pTarget->K2_GetActorRotation();
|
|
if (mAngle != 0.0f)
|
|
targetRotation.Roll += mAngle;
|
|
|
|
pTarget->K2_SetActorLocation(targetLocation, false, nullptr, true);
|
|
pTarget->K2_SetActorRotation(targetRotation, true);
|
|
}
|
|
|
|
// credit:
|
|
void SendDamageToActor(APalCharacter* pTarget, int32 damage, bool bSpoofAttacker)
|
|
{
|
|
APalPlayerState* pPalPlayerState = Config.GetPalPlayerState();
|
|
APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
|
|
if (!pPalPlayerState || !pPalPlayerCharacter)
|
|
return;
|
|
|
|
FPalDamageInfo info = FPalDamageInfo();
|
|
info.AttackElementType = EPalElementType::Normal;
|
|
info.Attacker = pPalPlayerCharacter; // @TODO: spoof attacker
|
|
info.AttackerGroupID = Config.GetPalPlayerState()->IndividualHandleId.PlayerUId;
|
|
info.AttackerLevel = 50;
|
|
info.AttackType = EPalAttackType::Weapon;
|
|
info.bApplyNativeDamageValue = true;
|
|
info.bAttackableToFriend = true;
|
|
info.IgnoreShield = true;
|
|
info.NativeDamageValue = damage;
|
|
pPalPlayerState->SendDamage_ToServer(pTarget, info);
|
|
}
|
|
|
|
// NOTE: only targets pals
|
|
void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID)
|
|
{
|
|
APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
|
|
if (!pPalCharacter)
|
|
return;
|
|
|
|
UPalCharacterParameterComponent* pParams = pPalCharacter->CharacterParameterComponent;
|
|
if (!pParams)
|
|
return;
|
|
|
|
APalCharacter* pPlayerPal = pParams->OtomoPal;
|
|
|
|
TArray<APalCharacter*> outPals;
|
|
if (!Config.GetTAllPals(&outPals))
|
|
return;
|
|
|
|
DWORD palsCount = outPals.Count();
|
|
for (auto i = 0; i < palsCount; i++)
|
|
{
|
|
APalCharacter* cEnt = outPals[i];
|
|
|
|
if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass()) || cEnt == pPlayerPal)
|
|
continue;
|
|
|
|
float distanceTo = GetDistanceToActor(pPalCharacter, cEnt);
|
|
if (distanceTo > mDistance)
|
|
continue;
|
|
|
|
float dmgScalar = dmgAmount * (1.0f - distanceTo / mDistance);
|
|
if (bIntensityEffect)
|
|
dmgAmount = dmgScalar;
|
|
|
|
UPalVisualEffectComponent* pVisComp = cEnt->VisualEffectComponent;
|
|
if (bVisualAffect && pVisComp)
|
|
{
|
|
FPalVisualEffectDynamicParameter fvedp;
|
|
if (!pVisComp->ExecutionVisualEffects.Count())
|
|
pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478
|
|
}
|
|
SendDamageToActor(cEnt, dmgAmount);
|
|
}
|
|
}
|
|
|
|
// credit: xCENTx
|
|
void TeleportAllPalsToCrosshair(float mDistance)
|
|
{
|
|
TArray<APalCharacter*> outPals;
|
|
Config.GetTAllPals(&outPals);
|
|
DWORD palsCount = outPals.Count();
|
|
for (int i = 0; i < palsCount; i++)
|
|
{
|
|
APalCharacter* cPal = outPals[i];
|
|
|
|
if (!cPal || !cPal->IsA(APalMonsterCharacter::StaticClass()))
|
|
continue;
|
|
|
|
// @TODO: displace with entity width for true distance, right now it is distance from origin
|
|
// FVector palOrigin;
|
|
// FVector palBounds;
|
|
// cPal->GetActorBounds(true, &palOrigin, &palBounds, false);
|
|
// float adj = palBounds.X * .5 + mDistance;
|
|
|
|
ForgeActor(cPal, mDistance);
|
|
}
|
|
}
|
|
|
|
// credit: xCENTx
|
|
void AddWaypointLocation(std::string wpName)
|
|
{
|
|
APalCharacter* pPalCharacater = Config.GetPalPlayerCharacter();
|
|
if (!pPalCharacater)
|
|
return;
|
|
|
|
FVector wpLocation = pPalCharacater->K2_GetActorLocation();
|
|
FRotator wpRotation = pPalCharacater->K2_GetActorRotation();
|
|
config::SWaypoint newWaypoint = config::SWaypoint("[WAYPOINT]" + wpName, wpLocation, wpRotation);
|
|
Config.db_waypoints.push_back(newWaypoint);
|
|
}
|
|
|
|
// credit: xCENTx
|
|
// must be called from a rendering thread with imgui context
|
|
void RenderWaypointsToScreen()
|
|
{
|
|
APalCharacter* pPalCharacater = Config.GetPalPlayerCharacter();
|
|
APalPlayerController* pPalController = Config.GetPalPlayerController();
|
|
if (!pPalCharacater || !pPalController)
|
|
return;
|
|
|
|
ImDrawList* draw = ImGui::GetWindowDrawList();
|
|
|
|
for (auto waypoint : Config.db_waypoints)
|
|
{
|
|
FVector2D vScreen;
|
|
if (!pPalController->ProjectWorldLocationToScreen(waypoint.waypointLocation, &vScreen, false))
|
|
continue;
|
|
|
|
auto color = ImColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
draw->AddText(ImVec2( vScreen.X, vScreen.Y ), color, waypoint.waypointName.c_str());
|
|
}
|
|
}
|
|
|
|
void ForceJoinGuild( SDK::APalPlayerCharacter* targetPlayer )
|
|
{
|
|
if ( !targetPlayer->CharacterParameterComponent->IndividualHandle )
|
|
return;
|
|
if ( !Config.GetPalPlayerController() )
|
|
return;
|
|
|
|
UPalNetworkGroupComponent* group = Config.GetPalPlayerController()->Transmitter->Group;
|
|
if ( !group )
|
|
return;
|
|
|
|
SDK::FGuid myPlayerId = Config.GetPalPlayerController()->GetPlayerUId();
|
|
SDK::FGuid playerId = targetPlayer->CharacterParameterComponent->IndividualHandle->ID.PlayerUId;
|
|
|
|
group->RequestJoinGuildForPlayer_ToServer( myPlayerId, playerId );
|
|
}
|
|
|
|
/// OLDER METHODS
|
|
//SDK::FPalDebugOtomoPalInfo palinfo = SDK::FPalDebugOtomoPalInfo();
|
|
//SDK::TArray<SDK::EPalWazaID> EA = { 0U };
|
|
//void SpawnPal(char* PalName, bool IsMonster, int rank=1, int lvl = 1, int count=1)
|
|
//{
|
|
// SDK::UKismetStringLibrary* lib = SDK::UKismetStringLibrary::GetDefaultObj();
|
|
//
|
|
// //Convert FNAME
|
|
// wchar_t ws[255];
|
|
// swprintf(ws, 255, L"%hs", PalName);
|
|
// SDK::FName Name = lib->Conv_StringToName(SDK::FString(ws));
|
|
// //Call
|
|
// if (Config.GetPalPlayerCharacter() != NULL)
|
|
// {
|
|
// if (Config.GetPalPlayerCharacter()->GetPalPlayerController() != NULL)
|
|
// {
|
|
// if (Config.GetPalPlayerCharacter()->GetPalPlayerController())
|
|
// {
|
|
// if (Config.GetPalPlayerCharacter()->GetPalPlayerController()->GetPalPlayerState())
|
|
// {
|
|
// if (IsMonster)
|
|
// {
|
|
// Config.GetPalPlayerCharacter()->GetPalPlayerController()->GetPalPlayerState()->RequestSpawnMonsterForPlayer(Name, count, lvl);
|
|
// return;
|
|
// }
|
|
// EA[0] = SDK::EPalWazaID::AirCanon;
|
|
// palinfo.Level = lvl;
|
|
// palinfo.Rank = rank;
|
|
// palinfo.PalName.Key = Name;
|
|
// palinfo.WazaList = EA;
|
|
// palinfo.PassiveSkill = NULL;
|
|
// Config.GetPalPlayerCharacter()->GetPalPlayerController()->GetPalPlayerState()->Debug_CaptureNewMonsterByDebugOtomoInfo_ToServer(palinfo);
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
//}
|