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main.cpp
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88 lines (56 loc) · 2.46 KB
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#include <Windows.h>
#include <iostream>
#include "SDK.hpp"
#include "Engine_classes.hpp"
#include "SP_Controller_classes.hpp"
DWORD MainThread(HMODULE Module)
{
AllocConsole();
FILE* Dummy;
freopen_s(&Dummy, "CONOUT$", "w", stdout);
freopen_s(&Dummy, "CONIN$", "r", stdin);
SDK::UEngine* Engine = SDK::UEngine::GetEngine();
SDK::UWorld* World = SDK::UWorld::GetWorld();
SDK::APlayerController* MyController = World->OwningGameInstance->LocalPlayers[0]->PlayerController;
SDK::ASP_Controller_C* MyGameController = static_cast<SDK::ASP_Controller_C*>(MyController);
SDK::ASP_Character_C* MyGameChar = static_cast<SDK::ASP_Character_C*>(MyController->Character);
SDK::AMP_GameState_C* MyGameState = static_cast<SDK::AMP_GameState_C*>(MyGameController->MP_GameState);
SDK::AMP_PlayerState_C* MyPlayerState = static_cast<SDK::AMP_PlayerState_C*>(MyGameController->PlayerState);
std::cout << Engine->ConsoleClass->GetFullName() << std::endl;
for (int i = 0; i < SDK::UObject::GObjects->Num(); i++)
{
SDK::UObject* Obj = SDK::UObject::GObjects->GetByIndex(i);
if (!Obj)
continue;
if (!Obj->IsDefaultObject())
continue;
if (Obj->IsA(SDK::APawn::StaticClass()) || Obj->HasTypeFlag(SDK::EClassCastFlags::Pawn))
{
std::cout << Obj->GetFullName() << "\n";
}
}
SDK::ULevel* Level = World->PersistentLevel;
SDK::TArray<SDK::AActor*>& volatile Actors = Level->Actors;
for (SDK::AActor* Actor : Actors)
{
if (!Actor || !Actor->IsA(SDK::EClassCastFlags::Pawn) || !Actor->IsA(SDK::APawn::StaticClass()))
continue;
SDK::APawn* Pawn = static_cast<SDK::APawn*>(Actor);
}
SDK::UInputSettings::GetDefaultObj()->ConsoleKeys[0].KeyName = SDK::UKismetStringLibrary::Conv_StringToName(L"F2");
SDK::UObject* NewObject = SDK::UGameplayStatics::SpawnObject(Engine->ConsoleClass, Engine->GameViewport);
Engine->GameViewport->ViewportConsole = static_cast<SDK::UConsole*>(NewObject);
//call host function
MyGameController->CL_Host_ForceResetMatch();
return 0;
}
BOOL APIENTRY DllMain(HMODULE hModule, DWORD reason, LPVOID lpReserved)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)MainThread, hModule, 0, 0);
break;
}
return TRUE;
}