Merge branch '1.15' of https://github.com/h1-mod/h1-mod into 1.15

This commit is contained in:
Skull Merlin 2022-05-25 03:08:38 +03:00
commit 1d12d19860
2 changed files with 15 additions and 10 deletions

View File

@ -169,12 +169,3 @@ Cac.IsCustomClassLocked = function(...)
return isclasslocked(...)
end
local getlockstate = Engine.GetItemLockState
Engine.GetItemLockState = function(...)
local status, state, msg = getlockstate(...)
if (state == Cac.ItemLockStatus.NotInInventory and Engine.GetDvarBool("cg_unlockall_loot")) then
return "Unlocked", 0, ""
end
return status, state, msg
end

View File

@ -16,8 +16,10 @@ namespace stats
namespace
{
game::dvar_t* cg_unlock_all_items;
game::dvar_t* cg_unlock_all_loot;
utils::hook::detour is_item_unlocked_hook;
utils::hook::detour is_item_unlocked_hook2;
int is_item_unlocked_stub(int a1, void* a2, void* a3, void* a4, int a5, void* a6)
{
@ -33,6 +35,16 @@ namespace stats
{
return 0;
}
int is_item_unlocked_stub2(void* a1, void* a2)
{
const auto state = is_item_unlocked_hook2.invoke<int>(a1, a2);
if (state == 15 /*Not In Inventory*/ && cg_unlock_all_loot->current.enabled)
{
return 0;
}
return state;
}
}
class component final : public component_interface
@ -51,16 +63,18 @@ namespace stats
{
utils::hook::jump(0x19E070_b, is_item_unlocked, true);
utils::hook::jump(0x19D390_b, is_item_unlocked, true);
utils::hook::jump(0x19D140_b, is_item_unlocked, true);
}
else
{
is_item_unlocked_hook.create(0x19E070_b, is_item_unlocked_stub);
is_item_unlocked_hook2.create(0x19D140_b, is_item_unlocked_stub2);
cg_unlock_all_items = dvars::register_bool("cg_unlockall_items", false, game::DVAR_FLAG_SAVED,
"Whether items should be locked based on the player's stats or always unlocked.");
dvars::register_bool("cg_unlockall_classes", false, game::DVAR_FLAG_SAVED,
"Whether classes should be locked based on the player's stats or always unlocked.");
dvars::register_bool("cg_unlockall_loot", false, game::DVAR_FLAG_SAVED,
cg_unlock_all_loot = dvars::register_bool("cg_unlockall_loot", false, game::DVAR_FLAG_SAVED,
"Whether loot should be locked based on the player's stats or always unlocked.");
}
}