Add better hud ping & fps counter
This commit is contained in:
parent
23ff92dc70
commit
271eca1569
6
data/ui_scripts/hud_info/__init__.lua
Normal file
6
data/ui_scripts/hud_info/__init__.lua
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@ -0,0 +1,6 @@
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if (game:issingleplyer()) then
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return
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end
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require("settings")
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require("hud")
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152
data/ui_scripts/hud_info/hud.lua
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152
data/ui_scripts/hud_info/hud.lua
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@ -0,0 +1,152 @@
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local mphud = luiglobals.require("LUI.mp_hud.MPHud")
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function createinfobar()
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local infobar = LUI.UIElement.new({
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left = luiglobals.GameX.IsHardcoreMode() and 160 or 228,
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top = luiglobals.GameX.IsHardcoreMode() and 5 or 9,
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height = 15,
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width = 70,
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leftAnchor = true,
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topAnchor = true
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})
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infobar:registerAnimationState("hud_on", {
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alpha = 1
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})
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infobar:registerAnimationState("hud_off", {
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alpha = 0
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})
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return infobar
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end
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function populateinfobar(infobar)
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elementoffset = 0
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if (Engine.GetDvarBool("cg_infobar_fps")) then
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infobar:addElement(infoelement({
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label = "FPS: ",
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getvalue = function()
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return game:getfps()
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end,
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width = 70,
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interval = 100
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}))
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end
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if (Engine.GetDvarBool("cg_infobar_ping")) then
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infobar:addElement(infoelement({
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label = "Latency: ",
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getvalue = function()
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return game:getping() .. " ms"
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end,
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width = 115,
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interval = 100
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}))
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end
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end
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function infoelement(data)
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local container = LUI.UIElement.new({
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bottomAnchor = true,
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leftAnchor = true,
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topAnchor = true,
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width = data.width,
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left = elementoffset
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})
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elementoffset = elementoffset + data.width + 10
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local background = LUI.UIImage.new({
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bottomAnchor = true,
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leftAnchor = true,
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topAnchor = true,
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rightAnchor = true,
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material = luiglobals.RegisterMaterial("white"),
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color = luiglobals.Colors.black,
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alpha = 0.5
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})
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local labelfont = CoD.TextSettings.FontBold110
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local textheight = 13
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local label = LUI.UIText.new({
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left = 5,
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top = 1,
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font = labelfont.Font,
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height = textheight,
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leftAnchor = true,
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topAnchor = true,
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color = {
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r = 0.8,
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g = 0.8,
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b = 0.8,
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}
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})
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label:setText(data.label)
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local _, _, left = luiglobals.GetTextDimensions(data.label, labelfont.Font, textheight)
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local value = LUI.UIText.new({
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left = left + 5,
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top = 1,
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height = textheight,
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leftAnchor = true,
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topAnchor = true,
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color = {
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r = 0.6,
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g = 0.6,
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b = 0.6,
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}
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})
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value:addElement(LUI.UITimer.new(data.interval, "update"))
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value:setText(data.getvalue())
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value:addEventHandler("update", function()
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value:setText(data.getvalue())
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end)
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container:addElement(background)
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container:addElement(label)
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container:addElement(value)
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return container
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end
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local updatehudvisibility = mphud.updateHudVisibility
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mphud.updateHudVisibility = function(a1, a2)
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updatehudvisibility(a1, a2)
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local root = Engine.GetLuiRoot()
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local menus = root:AnyActiveMenusInStack()
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local infobar = root.infobar
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if (menus) then
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infobar:animateToState("hud_off")
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else
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infobar:animateToState("hud_on")
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end
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end
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LUI.onmenuopen("mp_hud", function(hud)
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if (Engine.InFrontend()) then
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return
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end
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local infobar = createinfobar()
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local root = Engine.GetLuiRoot()
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root.infobar = infobar
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populateinfobar(infobar)
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root:registerEventHandler("update_hud_infobar_settings", function()
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infobar:removeAllChildren()
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populateinfobar(infobar)
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end)
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root:processEvent({
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name = "update_hud_infobar_settings"
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})
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hud.static:addElement(infobar)
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end)
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173
data/ui_scripts/hud_info/settings.lua
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173
data/ui_scripts/hud_info/settings.lua
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@ -0,0 +1,173 @@
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local pcdisplay = luiglobals.require("LUI.PCDisplay")
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function createdivider(menu, text)
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local element = LUI.UIElement.new( {
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leftAnchor = true,
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rightAnchor = true,
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left = 0,
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right = 0,
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topAnchor = true,
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bottomAnchor = false,
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top = 0,
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bottom = 33.33
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})
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element.scrollingToNext = true
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element:addElement(LUI.MenuBuilder.BuildRegisteredType("h1_option_menu_titlebar", {
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title_bar_text = text
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}))
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menu.list:addElement(element)
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end
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pcdisplay.CreateOptions = function( menu )
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@LUA_MENU_COLORBLIND_FILTER",
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"@LUA_MENU_COLOR_BLIND_DESC",
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LUI.Options.GetRenderColorBlindText,
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LUI.Options.RenderColorBlindToggle,
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LUI.Options.RenderColorBlindToggle
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)
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if Engine.IsMultiplayer() and Engine.GetDvarType( "cg_paintballFx" ) == luiglobals.DvarTypeTable.DvarBool then
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@LUA_MENU_PAINTBALL", "@LUA_MENU_PAINTBALL_DESC",
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LUI.Options.GetDvarEnableTextFunc("cg_paintballFx", false),
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LUI.Options.ToggleDvarFunc("cg_paintballFx"),
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LUI.Options.ToggleDvarFunc("cg_paintballFx")
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)
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end
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@LUA_MENU_BLOOD",
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"@LUA_MENU_BLOOD_DESC",
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LUI.Options.GetDvarEnableTextFunc("cg_blood", false),
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LUI.Options.ToggleProfiledataFunc("showblood", Engine.GetControllerForLocalClient(0)),
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LUI.Options.ToggleProfiledataFunc("showblood", Engine.GetControllerForLocalClient(0))
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)
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if not Engine.IsMultiplayer() then
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@LUA_MENU_CROSSHAIR",
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"@LUA_MENU_CROSSHAIR_DESC",
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LUI.Options.GetDvarEnableTextFunc("cg_drawCrosshairOption", false),
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LUI.Options.ToggleDvarFunc("cg_drawCrosshairOption"),
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LUI.Options.ToggleDvarFunc("cg_drawCrosshairOption")
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)
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LUI.Options.CreateOptionButton(
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menu,
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"cg_drawDamageFeedbackOption",
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"@LUA_MENU_HIT_MARKER",
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"@LUA_MENU_HIT_MARKER_DESC",
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{
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{
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text = "@LUA_MENU_ENABLED",
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value = true
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},
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{
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text = "@LUA_MENU_DISABLED",
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value = false
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}
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}
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)
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end
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if Engine.IsMultiplayer() then
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@MENU_DISPLAY_KILLSTREAK_COUNTER",
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"@MENU_DISPLAY_KILLSTREAK_COUNTER_DESC",
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pcdisplay.GetDisplayKillstreakCounterText,
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pcdisplay.DisplayKillstreakCounterToggle,
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pcdisplay.DisplayKillstreakCounterToggle
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)
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@MENU_DISPLAY_MEDAL_SPLASHES",
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"@MENU_DISPLAY_MEDAL_SPLASHES_DESC",
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pcdisplay.GetDisplayMedalSplashesText,
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pcdisplay.DisplayMedalSplashesToggle,
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pcdisplay.DisplayMedalSplashesToggle
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)
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Select,
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"@MENU_DISPLAY_WEAPON_EMBLEMS",
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"@MENU_DISPLAY_WEAPON_EMBLEMS_DESC",
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pcdisplay.GetDisplayWeaponEmblemsText,
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pcdisplay.DisplayWeaponEmblemsToggle,
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pcdisplay.DisplayWeaponEmblemsToggle
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)
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end
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LUI.Options.AddButtonOptionVariant(
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menu,
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luiglobals.GenericButtonSettings.Variants.Common,
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"@MENU_BRIGHTNESS",
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"@MENU_BRIGHTNESS_DESC1",
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nil, nil, nil,
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pcdisplay.OpenBrightnessMenu,
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nil, nil, nil
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)
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createdivider(menu, "TELEMETRY")
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LUI.Options.CreateOptionButton(
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menu,
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"cg_infobar_ping",
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"Server Latency",
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"Show server latency",
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{
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{
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text = "@LUA_MENU_ENABLED",
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value = true
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},
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{
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text = "@LUA_MENU_DISABLED",
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value = false
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}
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}, nil, nil, function(value)
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Engine.SetDvarBool("cg_infobar_ping", value)
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Engine.GetLuiRoot():processEvent({
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name = "update_hud_infobar_settings"
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})
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end
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)
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LUI.Options.CreateOptionButton(
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menu,
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"cg_infobar_fps",
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"FPS counter",
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"Show FPS counter",
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{
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{
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text = "@LUA_MENU_ENABLED",
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value = true
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},
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{
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text = "@LUA_MENU_DISABLED",
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value = false
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}
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}, nil, nil, function(value)
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Engine.SetDvarBool("cg_infobar_fps", value)
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Engine.GetLuiRoot():processEvent({
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name = "update_hud_infobar_settings"
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})
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end
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)
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LUI.Options.InitScrollingList(menu.list, nil)
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end
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@ -1,6 +1,8 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "fps.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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@ -93,9 +95,7 @@ namespace fps
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{
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if (cg_drawfps->current.integer > 0)
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{
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const auto fps = static_cast<std::int32_t>(static_cast<float>(1000.0f / static_cast<float>(cg_perf.
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average))
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+ 9.313225746154785e-10);
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const auto fps = fps::get_fps();
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const auto font = game::R_RegisterFont("fonts/fira_mono_regular.ttf", 25);
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const auto fps_string = utils::string::va("%i", fps);
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@ -113,10 +113,8 @@ namespace fps
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{
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if (cg_drawping->current.integer > 0 && game::CL_IsCgameInitialized() && !game::VirtualLobby_Loaded())
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{
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const auto ping = *reinterpret_cast<int*>(0x142D106F0);
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const auto font = game::R_RegisterFont("fonts/consolefont", 20);
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const auto ping_string = utils::string::va("Ping: %i", ping);
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const auto ping_string = utils::string::va("Ping: %i", *game::mp::ping);
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const auto x = (game::ScrPlace_GetViewPlacement()->realViewportSize[0] - 375.0f) - game::R_TextWidth(
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ping_string, 0x7FFFFFFF, font);
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@ -134,6 +132,13 @@ namespace fps
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}
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}
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int get_fps()
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{
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return static_cast<std::int32_t>(static_cast<float>(1000.0f / static_cast<float>(cg_perf.
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average))
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+ 9.313225746154785e-10);
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}
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class component final : public component_interface
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{
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public:
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@ -167,6 +172,9 @@ namespace fps
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scheduler::loop(cg_draw_ping, scheduler::pipeline::renderer);
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}
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dvars::register_bool("cg_infobar_fps", false, game::DVAR_FLAG_SAVED, true);
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dvars::register_bool("cg_infobar_ping", false, game::DVAR_FLAG_SAVED, true);
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}
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};
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}
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6
src/client/component/fps.hpp
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6
src/client/component/fps.hpp
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#pragma once
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namespace fps
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{
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int get_fps();
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}
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@ -266,7 +266,7 @@ namespace patches
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dvars::register_int("scr_game_spectatetype", 1, 0, 99, game::DVAR_FLAG_REPLICATED);
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dvars::override::register_int("com_maxfps", 0, 10, 1000, game::DVAR_FLAG_SAVED);
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dvars::override::register_int("com_maxfps", 0, 0, 1000, game::DVAR_FLAG_SAVED);
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// Prevent clients from ending the game as non host by sending 'end_game' lui notification
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// cmd_lui_notify_server_hook.create(0x140335A70, cmd_lui_notify_server_stub); // H1(1.4)
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@ -220,6 +220,8 @@ namespace game
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WEAK symbol<int> svs_numclients{0, 0x14B204A0C};
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WEAK symbol<int> gameTime{0, 0x14621BDBC};
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WEAK symbol<int> ping{0, 0x142D106F0};
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WEAK symbol<int> sv_serverId_value{0, 0x14A3E99B8};
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WEAK symbol<bool> virtualLobby_loaded{0, 0x142D077FD};
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@ -8,6 +8,7 @@
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#include "../../../component/ui_scripting.hpp"
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#include "../../../component/command.hpp"
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#include "../../../component/updater.hpp"
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#include "../../../component/fps.hpp"
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#include "component/game_console.hpp"
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#include "component/scheduler.hpp"
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@ -40,6 +41,26 @@ namespace ui_scripting::lua
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return scheduler.add(callback, milliseconds, false);
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};
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game_type["getfps"] = [](const game&)
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{
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return fps::get_fps();
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};
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game_type["getping"] = [](const game&)
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{
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return *::game::mp::ping;
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};
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game_type["issingleplayer"] = [](const game&)
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{
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return ::game::environment::is_sp();
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};
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game_type["ismultiplayer"] = [](const game&)
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{
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return ::game::environment::is_mp();
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};
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auto userdata_type = state.new_usertype<userdata>("userdata_");
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userdata_type["new"] = sol::property(
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