#include "inventory.h" #include "game_inc.h" void SaveInventory() { auto DDL_MoveToPath = reinterpret_cast(0x142052430_g); //auto Com_DDL_ConvertNavStringToHash = reinterpret_cast(0x14129EE80_g); //auto LiveStorage_InitializeDDLStateForStatsGroup = reinterpret_cast(0x1410CAD70_g); auto Com_PlayerData_GetStatsBlob = reinterpret_cast(0x1410CA7A0_g); auto DDL_GetType = reinterpret_cast(0x142051DD0_g); auto DDL_GetString = reinterpret_cast(0x142051CD0_g); auto DDL_GetEnum = reinterpret_cast(0x1420519E0_g); auto DDL_GetInt = reinterpret_cast(0x142051BF0_g); auto DDL_GetRootState = reinterpret_cast(0x142051C70_g); auto CL_PlayerData_GetDDLBuffer = reinterpret_cast(0x1415C7940_g); auto Com_DDL_LoadAsset = reinterpret_cast(0x14129F3B0_g); auto Com_ParseNavStrings = reinterpret_cast(0x1412A02E0_g); auto Com_DDL_CreateContext = reinterpret_cast(0x14129EEC0_g); DDLContext context; DDLDef* ddlDef; DDLState state; char buffer[200]; char* navStrings[32]{}; int navStringCount; char path[MAX_PATH + 1]; strcpy(path, Dvar_GetStringSafe("LOOQOTRNTN")); strcat(path, "\\players\\inventory.json"); nlohmann::json inventoryJson; if (CL_PlayerData_GetDDLBuffer(&context, 0, STATS_OFFLINE, STATSGROUP_PRIVATELOADOUTS)) { ddlDef = (DDLDef*)context.def; // start of operator customization related for (int i = 0; i < ddlDef->enumCount; ++i) { if (!strcmp(ddlDef->enumList[i].name, "Operator")) { for (int j = 0; j < ddlDef->enumList[i].memberCount; ++j) { // get operator skins DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.skin", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { int OP_opSkin = DDL_GetInt(&state, &context); inventoryJson["Operator"]["OperatorSkin"][ddlDef->enumList[i].members[j]] = OP_opSkin; } // execution ids DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.execution", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Operator"]["OperatorExecution"][ddlDef->enumList[i].members[j]] = DDL_GetInt(&state, &context); } // voice lines DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.taunt", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Operator"]["OperatorTaunt"][ddlDef->enumList[i].members[j]] = DDL_GetInt(&state, &context); } } } } // selected operator for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operators.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Operator"]["SelectedOperator"][i] = DDL_GetEnum(&state, &context); } } // operator Index DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.selectedOperatorIndex"); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Operator"]["OperatorIndex"] = DDL_GetInt(&state, &context); } // operator watch DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorWatch"); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Operator"]["OperatorWatch"] = DDL_GetInt(&state, &context); } // gesture wheel for (int i = 0; i < 8; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.radial.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["GesturesAndSprays"][i] = { {"GesturesAndSpraysName", DDL_GetInt(&state, &context)} }; } } // end of operator customization related // killstreak data for (int i = 0; i < 3; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.killstreakSetups.%d.killstreak", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["killstreak"][i] = { {"killstreakName", DDL_GetEnum(&state, &context)} }; } } // field upgrades data for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.fieldUpgrades.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["fieldUpgrades"][i] = { {"fieldUpgradesName", DDL_GetEnum(&state, &context)} }; } } // start of weapon customization for (int i = 0; i < 10; ++i) { // get weapon DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.name", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { // test by getting loadout names inventoryJson["Loadouts"][i] = { {"name", DDL_GetString(&state, &context)} }; } // loadoutPerks for (int b = 0; b < 3; ++b) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.loadoutPerks.%d", i, b); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["loadoutPerks"][b] = { {"loadoutPerksName", DDL_GetEnum(&state, &context)} }; } } // equipment for (int a = 0; a < 2; ++a) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.equipmentSetups.%d.equipment", i, a); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["equipmentSetups"][a] = { {"equipmentName", DDL_GetEnum(&state, &context)} }; } } for (int j = 0; j < 2; ++j) { // get camos DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.camo", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j] = { {"camo", DDL_GetEnum(&state, &context)} }; } // get weapons DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.weapon", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j].push_back({ "weapon", DDL_GetEnum(&state, &context) }); } // get variant ids DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.variantID", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j].push_back({ "variantId", DDL_GetInt(&state, &context) }); } DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.lootItemID", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j].push_back({ "lootItemID", DDL_GetInt(&state, &context) }); } for (int k = 0; k < 5; ++k) { // get attachments & variants std::string attachmentName; DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.attachmentSetup.%d.attachment", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { attachmentName = DDL_GetEnum(&state, &context); } DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.attachmentSetup.%d.variantID", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j]["attachments"][k] = { attachmentName.c_str(), DDL_GetInt(&state, &context) }; } } // get sticker data for (int k = 0; k < 4; ++k) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.sticker.%d", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j]["Sticker"][k] = { {"StickerName", DDL_GetEnum(&state, &context)} }; } } // get reticle customization DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.reticle", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j].push_back({ "reticleName", DDL_GetEnum(&state, &context) }); } // get charm data DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.cosmeticAttachment", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["Loadouts"][i]["weaponSetup"][j].push_back({ "cosmeticAttachmentName", DDL_GetEnum(&state, &context) }); } } } // printf("Saved Inventory!\n"); } else { Com_SetErrorMessage("[DLL ERROR] Couldn't get DDLBuffer for STATSGROUP_PRIVATELOADOUTS, called before initialized?"); } if (CL_PlayerData_GetDDLBuffer(&context, 0, STATS_OFFLINE, STATSGROUP_NONGAME)) { ddlDef = (DDLDef*)context.def; for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "nonGameData.customization_patch.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["customizationPatch"][i] = { {"customizationPatchName", DDL_GetInt(&state, &context)} }; } } for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "nonGameData.customization_background.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { inventoryJson["customizationBackground"][i] = { {"customizationBackgroundName", DDL_GetInt(&state, &context)} }; } } // printf("Saved Customizations!\n"); } else { Com_SetErrorMessage("[DLL ERROR] Couldn't get DDLBuffer for STATSGROUP_NONGAME, called before initialized?"); } std::ofstream JsonOut(path); JsonOut << inventoryJson; } void LoadInventory() { auto Cmd_LocalControllerIndex = reinterpret_cast(0x141298040_g); auto LiveStorage_GetActiveStatsSource = reinterpret_cast(0x1412A1EB0_g); auto LiveStorage_CreateDDLContext = reinterpret_cast(0x1412A13C0_g); auto DDL_MoveToPath = reinterpret_cast(0x142052430_g); //auto Com_DDL_ConvertNavStringToHash = reinterpret_cast(0x14129EE80_g); //auto LiveStorage_InitializeDDLStateForStatsGroup = reinterpret_cast(0x1410CAD70_g); auto Com_PlayerData_GetStatsBlob = reinterpret_cast(0x1410CA7A0_g); auto DDL_GetType = reinterpret_cast(0x142051DD0_g); auto DDL_GetString = reinterpret_cast(0x142051CD0_g); auto DDL_GetEnum = reinterpret_cast(0x1420519E0_g); auto DDL_GetInt = reinterpret_cast(0x142051BF0_g); auto DDL_GetRootState = reinterpret_cast(0x142051C70_g); auto CL_PlayerData_GetDDLBuffer = reinterpret_cast(0x1415C7940_g); auto Com_DDL_LoadAsset = reinterpret_cast(0x14129F3B0_g); auto Com_ParseNavStrings = reinterpret_cast(0x1412A02E0_g); auto Com_DDL_CreateContext = reinterpret_cast(0x14129EEC0_g); auto StringTable_GetColumnValueForRow = reinterpret_cast(0x1413E2B40_g); auto DDL_SetInt = reinterpret_cast(0x142052820_g); auto DDL_SetEnum = reinterpret_cast(0x142052710_g); auto DDL_SetString = reinterpret_cast(0x1420528D0_g); DDLContext context; DDLDef* ddlDef; DDLState state; char buffer[200]; char* navStrings[32]{}; int navStringCount; char path[MAX_PATH + 1]; strcpy(path, Dvar_GetStringSafe("LOOQOTRNTN")); strcat(path, "\\players\\inventory.json"); if (file_exists(path)) { std::ifstream jsonPath(path); nlohmann::json inventoryJson = nlohmann::json::parse(jsonPath); if (CL_PlayerData_GetDDLBuffer(&context, 0, STATS_OFFLINE, STATSGROUP_PRIVATELOADOUTS)) { ddlDef = (DDLDef*)context.def; // start of operator customization related for (int i = 0; i < ddlDef->enumCount; ++i) { if (!strcmp(ddlDef->enumList[i].name, "Operator")) { for (int j = 0; j < ddlDef->enumList[i].memberCount; ++j) { // operator skins DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.skin", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Operator"]["OperatorSkin"][ddlDef->enumList[i].members[j]]); } // execution ids DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.execution", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Operator"]["OperatorExecution"][ddlDef->enumList[i].members[j]]); } // voice lines DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorCustomization.%s.taunt", ddlDef->enumList[i].members[j]); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Operator"]["OperatorTaunt"][ddlDef->enumList[i].members[j]]); } } } } // selected operator for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operators.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Operator"]["SelectedOperator"][i].get().c_str()); } } // operator Index DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.selectedOperatorIndex"); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Operator"]["OperatorIndex"]); } // operator watch DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.operatorWatch"); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Operator"]["OperatorWatch"]); } // gesture wheel for (int i = 0; i < 8; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "customizationSetup.radial.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["GesturesAndSprays"][i]["GesturesAndSpraysName"]); } } // end of operator customization related // killstreak data for (int i = 0; i < 3; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.killstreakSetups.%d.killstreak", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["killstreak"][i]["killstreakName"].get().c_str()); } } // field upgrades data for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.fieldUpgrades.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["fieldUpgrades"][i]["fieldUpgradesName"].get().c_str()); } } // start of weapon customization for (int i = 0; i < 10; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.name", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetString(&state, &context, inventoryJson["Loadouts"][i]["name"].get().c_str()); } // loadoutPerks for (int b = 0; b < 3; ++b) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.loadoutPerks.%d", i, b); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["loadoutPerks"][b]["loadoutPerksName"].get().c_str()); } } // equipment for (int a = 0; a < 2; ++a) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.equipmentSetups.%d.equipment", i, a); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["equipmentSetups"][a]["equipmentName"].get().c_str()); } } for (int j = 0; j < 2; ++j) { // set camo DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.camo", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["camo"].get().c_str()); } // set weapon DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.weapon", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["weapon"].get().c_str()); } // set variantid DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.variantID", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["variantId"]); } // set lootItemId DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.lootItemID", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["lootItemID"]); } for (int k = 0; k < 5; ++k) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.attachmentSetup.%d.attachment", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["attachments"][k][0].get().c_str()); } DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.attachmentSetup.%d.variantID", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["attachments"][k][1]); } } // set sticker data for (int k = 0; k < 4; ++k) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.sticker.%d", i, j, k); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["Sticker"][k]["StickerName"].get().c_str()); } } // set reticle customization DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.reticle", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["reticleName"].get().c_str()); } // set charm data DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "squadMembers.loadouts.%d.weaponSetups.%d.cosmeticAttachment", i, j); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetEnum(&state, &context, inventoryJson["Loadouts"][i]["weaponSetup"][j]["cosmeticAttachmentName"].get().c_str()); } } } // printf("Loaded Inventory!\n"); } else { Com_SetErrorMessage("[DLL ERROR] Couldn't get DDLBuffer for STATSGROUP_PRIVATELOADOUTS, called before initialized?"); } if (CL_PlayerData_GetDDLBuffer(&context, 0, STATS_OFFLINE, STATSGROUP_NONGAME)) { ddlDef = (DDLDef*)context.def; for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "nonGameData.customization_patch.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["customizationPatch"][i]["customizationPatchName"]); } } for (int i = 0; i < 2; ++i) { DDL_GetRootState(&state, ddlDef); sprintf_s(buffer, "nonGameData.customization_background.%d", i); Com_ParseNavStrings(buffer, (const char**)navStrings, 32, &navStringCount); if (DDL_MoveToPath(&state, &state, navStringCount, (const char**)navStrings)) { DDL_SetInt(&state, &context, inventoryJson["customizationBackground"][i]["customizationBackgroundName"]); } } // printf("Loaded Customizations!\n"); } else { Com_SetErrorMessage("[DLL ERROR] Couldn't get DDLBuffer for STATSGROUP_NONGAME, called before initialized?"); } } else { // Com_SetErrorMessage("[DLL ERROR] Attempted to load inventory from \"players/inventory.json\" but file does not exist. Use 'saveinv' to save your inventory."); printf("Attempted to load inventory from \"players/inventory.json\" but file does not exist\n"); } }