#include "weapons.h" #include "game_inc.h" void PM_WeaponUseAmmo_Detour(__int64 playerstate, Weapon* weapon, char a3, int a4, int hand) { bool sv_cheats = Dvar_GetBoolSafe("NTPNRQTKNP"); if (!(player_sustainammo->current.enabled && sv_cheats)) { PM_WeaponUseAmmo.stub(playerstate, weapon, a3, a4, hand); } } void CG_OverrideImpactEffectType(uintptr_t localClientNum, unsigned int sourceEntityNum, int* fxImpactType) // 0x141733CD0_g { //33 = red, 34 = blue, 35 = pink, 36 = green fxImpactType[2] = 34; cg_overrideimpacteffecttype.stub<__int64>(localClientNum, sourceEntityNum, fxImpactType); } TracerDef* GetTracerDef(const char* asset) { TracerDef* tracerDef = DB_FindXAssetHeader(ASSET_TYPE_TRACER, asset, 0).tracerDef; if (tracerDef) return tracerDef; return 0; } void Dump_WeaponDef() { char path[MAX_PATH + 1]; strcpy(path, Dvar_GetStringSafe("LOOQOTRNTN")); strcat(path, "\\players\\weapondef.json"); bool inFrontend = *(bool*)(0x1459D1750_g); if (!inFrontend) { nlohmann::json weaponDefJson; WeaponCompleteDef** bg_weaponCompleteDefs = (WeaponCompleteDef**)(0x14C6EC870_g); for (int i = 0; i < 550; i++) { WeaponCompleteDef* weap = bg_weaponCompleteDefs[i]; if (!weap) continue; if (strstr(weap->szInternalName, "iw8") && !strstr(weap->szInternalName, "watch") && !strstr(weap->szInternalName, "execution") && !strstr(weap->szInternalName, "plyr")) { weaponDefJson[weap->szInternalName]["vfxImpactType"] = weap->vfxImpactType; weaponDefJson[weap->szInternalName]["ladderWeapon"] = weap->weapDef->ladderWeapon; weaponDefJson[weap->szInternalName]["canHoldBreath"] = weap->weapDef->canHoldBreath; weaponDefJson[weap->szInternalName]["iFireTime"] = weap->weapDef->iFireTime; weaponDefJson[weap->szInternalName]["bBoltAction"] = weap->weapDef->bBoltAction; weaponDefJson[weap->szInternalName]["fireType"] = weap->weapDef->fireType; weaponDefJson[weap->szInternalName]["iStartAmmo"] = weap->weapDef->iStartAmmo; weaponDefJson[weap->szInternalName]["iMaxAmmo"] = weap->weapDef->iMaxAmmo; if (weap->weapDef->tracerType) weaponDefJson[weap->szInternalName]["tracerType"] = weap->weapDef->tracerType->name; } } std::ofstream JsonOut(path); JsonOut << weaponDefJson; } else { Com_SetErrorMessage("[DLL ERROR] Must be in-game to dump WeaponDef."); } } void Load_WeaponDef() { char path[MAX_PATH + 1]; strcpy(path, Dvar_GetStringSafe("LOOQOTRNTN")); strcat(path, "\\players\\weapondef.json"); bool inFrontend = *(bool*)(0x1459D1750_g); if (!inFrontend) { if (file_exists(path)) { std::ifstream jsonPath(path); nlohmann::json weaponDefJson = nlohmann::json::parse(jsonPath); WeaponCompleteDef** bg_weaponCompleteDefs = (WeaponCompleteDef**)(0x14C6EC870_g); for (int i = 0; i < 550; i++) { WeaponCompleteDef* weap = bg_weaponCompleteDefs[i]; if (!weap) continue; if (weaponDefJson.contains(weap->szInternalName)) { weap->vfxImpactType = weaponDefJson[weap->szInternalName]["vfxImpactType"]; weap->weapDef->ladderWeapon = weaponDefJson[weap->szInternalName]["ladderWeapon"]; weap->weapDef->canHoldBreath = weaponDefJson[weap->szInternalName]["canHoldBreath"]; weap->weapDef->iFireTime = weaponDefJson[weap->szInternalName]["iFireTime"]; weap->weapDef->bBoltAction = weaponDefJson[weap->szInternalName]["bBoltAction"]; weap->weapDef->fireType = weaponDefJson[weap->szInternalName]["fireType"]; weap->weapDef->iStartAmmo = weaponDefJson[weap->szInternalName]["iStartAmmo"]; weap->weapDef->iMaxAmmo = weaponDefJson[weap->szInternalName]["iMaxAmmo"]; if (weaponDefJson[weap->szInternalName].contains("tracerType")) { weap->weapDef->tracerType = GetTracerDef(weaponDefJson[weap->szInternalName]["tracerType"].get().c_str()); } } } } else { Com_SetErrorMessage("[DLL ERROR] weapondef JSON is not present in players directory."); } } else { Com_SetErrorMessage("[DLL ERROR] Must be in-game to load custom WeaponDef."); } }