Donetsk/hook_lib/weapons.cpp
Sku-111 7db48e99cf added debug_output, update for weapefs, enabled jump_height dvar
update for custom weapondef loading/dumping by jydenx
added debug_output with print_debug dvar by staturnz
enabled functionality for jump_height dvar
2023-11-04 22:35:37 +01:00

131 lines
6.1 KiB
C++

#include "addr_utils.hpp"
#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<void>(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")) {
// WeaponCompleteDef
weaponDefJson[weap->szInternalName]["vfxImpactType"] = weap->vfxImpactType;
weaponDefJson[weap->szInternalName]["iClipSize"] = weap->iClipSize;
weaponDefJson[weap->szInternalName]["penetrateMultiplier"] = weap->penetrateMultiplier;
// ZoomSettings
weaponDefJson[weap->szInternalName]["zoomSetting"]["weapon"]["adsZoomFov"] = weap->zoomSettings.weapon.adsZoomFov;
// WeaponDamageInfo
for (int i = 0; i < 3; ++i) {
weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["minDamage"] = weap->weapDef->damageInfo.damageData[i].minDamage;
weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid1Damage"] = weap->weapDef->damageInfo.damageData[i].mid1Damage;
weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid2Damage"] = weap->weapDef->damageInfo.damageData[i].mid2Damage;
weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid3Damage"] = weap->weapDef->damageInfo.damageData[i].mid3Damage;
weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["damage"] = weap->weapDef->damageInfo.damageData[i].damage;
}
// WeaponDef
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)) {
// WeaponCompleteDef
weap->vfxImpactType = weaponDefJson[weap->szInternalName]["vfxImpactType"];
weap->iClipSize = weaponDefJson[weap->szInternalName]["iClipSize"];
weap->penetrateMultiplier = weaponDefJson[weap->szInternalName]["penetrateMultiplier"];
// ZoomSettings
weap->zoomSettings.weapon.adsZoomFov = weaponDefJson[weap->szInternalName]["zoomSetting"]["weapon"]["adsZoomFov"];
// WeaponDef
// WeaponDamageInfo
for (int i = 0; i < 3; ++i) {
weap->weapDef->damageInfo.damageData[i].minDamage = weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["minDamage"];
weap->weapDef->damageInfo.damageData[i].mid1Damage = weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid1Damage"];
weap->weapDef->damageInfo.damageData[i].mid2Damage = weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid2Damage"];
weap->weapDef->damageInfo.damageData[i].mid3Damage = weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["mid3Damage"];
weap->weapDef->damageInfo.damageData[i].damage = weaponDefJson[weap->szInternalName]["damageInfo"]["damageData"][i]["damage"];
}
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<std::string>().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.");
}
}