Add stats menu

This commit is contained in:
Federico Cecchetto 2022-03-10 01:30:03 +01:00
parent ce9ff664a1
commit db742f8445
4 changed files with 338 additions and 10 deletions

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@ -0,0 +1,226 @@
if (game:issingleplayer()) then
return
end
game:addlocalizedstring("LUA_MENU_STATS", "Stats")
game:addlocalizedstring("LUA_MENU_STATS_DESC", "Edit player stats settings.")
game:addlocalizedstring("LUA_MENU_UNLOCKALL_ITEMS", "Unlock all items")
game:addlocalizedstring("LUA_MENU_UNLOCKALL_ITEMS_DESC", "Whether items should be locked based on the player's stats or always unlocked.")
game:addlocalizedstring("LUA_MENU_UNLOCKALL_CLASSES", "Unlock all classes")
game:addlocalizedstring("LUA_MENU_UNLOCKALL_CLASSES_DESC", "Whether classes should be locked based on the player's stats or always unlocked.")
game:addlocalizedstring("LUA_MENU_PRESTIGE", "Prestige")
game:addlocalizedstring("LUA_MENU_PRESTIGE_DESC", "Edit prestige level.")
game:addlocalizedstring("LUA_MENU_RANK", "Rank")
game:addlocalizedstring("LUA_MENU_RANK_DESC", "Edit rank.")
game:addlocalizedstring("LUA_MENU_UNSAVED_CHANGES", "You have unsaved changes, are you sure you want to exit?")
game:addlocalizedstring("LUA_MENU_SAVE", "Save changes")
game:addlocalizedstring("LUA_MENU_SAVE_DESC", "Save changes.")
game:addlocalizedstring("LUA_MENU_SETTINGS", "Settings")
game:addlocalizedstring("LUA_MENU_EDIT_STATS", "Edit Stats")
function createdivider(menu, text)
local element = LUI.UIElement.new( {
leftAnchor = true,
rightAnchor = true,
left = 0,
right = 0,
topAnchor = true,
bottomAnchor = false,
top = 0,
bottom = 33.33
})
element.scrollingToNext = true
element:addElement(LUI.MenuBuilder.BuildRegisteredType("h1_option_menu_titlebar", {
title_bar_text = Engine.ToUpperCase(Engine.Localize(text))
}))
menu.list:addElement(element)
end
local personalizationbutton = LUI.MPLobbyBase.AddPersonalizationButton
LUI.MPLobbyBase.AddPersonalizationButton = function(menu)
personalizationbutton(menu)
menu:AddButton("@LUA_MENU_STATS", function()
LUI.FlowManager.RequestAddMenu(nil, "stats_menu")
end)
end
LUI.MenuBuilder.registerType("stats_menu", function(a1)
local menu = LUI.MenuTemplate.new(a1, {
menu_title = Engine.ToUpperCase(Engine.Localize("@LUA_MENU_STATS")),
menu_list_divider_top_offset = -(LUI.H1MenuTab.tabChangeHoldingElementHeight + luiglobals.H1MenuDims.spacing),
menu_width = luiglobals.GenericMenuDims.OptionMenuWidth,
skipAnim = 0 ~= LUI.PCGraphicOptions.FindTypeIndex(LUI.PreviousMenuName)
})
createdivider(menu, "@LUA_MENU_SETTINGS")
LUI.Options.CreateOptionButton(
menu,
"cg_unlockall_items",
"@LUA_MENU_UNLOCKALL_ITEMS",
"@LUA_MENU_UNLOCKALL_ITEMS_DESC",
{
{
text = "@LUA_MENU_ENABLED",
value = true
},
{
text = "@LUA_MENU_DISABLED",
value = false
}
},
nil,
nil
)
LUI.Options.CreateOptionButton(
menu,
"cg_unlockall_classes",
"@LUA_MENU_UNLOCKALL_CLASSES",
"@LUA_MENU_UNLOCKALL_CLASSES_DESC",
{
{
text = "@LUA_MENU_ENABLED",
value = true
},
{
text = "@LUA_MENU_DISABLED",
value = false
}
},
nil,
nil
)
createdivider(menu, "@LUA_MENU_EDIT_STATS")
local prestige = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "prestige") or 0
local experience = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "experience") or 0
local rank = luiglobals.Lobby.GetRankForXP(experience, prestige)
local saved = true
local prestigevalue = prestige
local rankvalue = rank
local rankbutton = nil
prestigeeditbutton(menu, function(value)
prestigevalue = value
saved = false
end)
rankbutton = rankeditbutton(menu, function(value)
rankvalue = value
saved = false
end)
local savebutton = menu:AddButton("@LUA_MENU_SAVE", function()
Engine.SetPlayerData(0, CoD.StatsGroup.Ranked, "prestige", tonumber(prestigevalue))
local rank = tonumber(rankvalue)
local prestige = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "prestige") or 0
local experience = rank == 0 and 0 or luiglobals.Rank.GetRankMaxXP(tonumber(rankvalue) - 1, prestige)
Engine.SetPlayerData(0, CoD.StatsGroup.Ranked, "experience", experience)
saved = true
end, nil, nil, nil, {
desc_text = Engine.Localize("LUA_MENU_SAVE_DESC")
})
LUI.Options.InitScrollingList(menu.list, nil)
LUI.Options.AddOptionTextInfo(menu)
menu:AddBackButton(function()
if (saved) then
LUI.FlowManager.RequestLeaveMenu(menu)
return
end
LUI.yesnopopup({
title = Engine.Localize("@MENU_NOTICE"),
text = Engine.Localize("@LUA_MENU_UNSAVED_CHANGES"),
callback = function(result)
if (result) then
LUI.FlowManager.RequestLeaveMenu(menu)
end
end
})
end)
return menu
end)
function prestigeeditbutton(menu, callback)
local options = {}
local max = luiglobals.Lobby.GetMaxPrestigeLevel()
local prestige = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "prestige") or 0
for i = 0, max do
game:addlocalizedstring("LUA_MENU_" .. i, i .. "")
table.insert(options, {
text = "@" .. i,
value = i .. ""
})
end
Engine.SetDvarFromString("ui_prestige_level", prestige .. "")
LUI.Options.CreateOptionButton(
menu,
"ui_prestige_level",
"@LUA_MENU_PRESTIGE",
"@LUA_MENU_PRESTIGE_DESC",
options,
nil,
nil,
callback
)
end
function rankeditbutton(menu, callback)
local options = {}
local prestige = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "prestige") or 0
local experience = Engine.GetPlayerData(0, CoD.StatsGroup.Ranked, "experience") or 0
local rank = luiglobals.Lobby.GetRankForXP(experience, prestige)
local max = luiglobals.Rank.GetMaxRank(prestige)
local maxprestige = luiglobals.Lobby.GetMaxPrestigeLevel()
for i = 0, max do
game:addlocalizedstring("LUA_MENU_" .. i, i .. "")
table.insert(options, {
text = "@" .. (i + 1),
value = i .. ""
})
end
Engine.SetDvarFromString("ui_rank_level_", rank .. "")
return LUI.Options.CreateOptionButton(
menu,
"ui_rank_level_",
"@LUA_MENU_RANK",
"@LUA_MENU_RANK_DESC",
options,
nil,
nil,
callback
)
end
local isclasslocked = luiglobals.Cac.IsCustomClassLocked
luiglobals.Cac.IsCustomClassLocked = function(...)
if (Engine.GetDvarBool("cg_unlockall_classes")) then
return false
end
return isclasslocked(table.unpack({...}))
end

View File

@ -65,11 +65,6 @@ namespace patches
return com_register_dvars_hook.invoke<void>();
}
int is_item_unlocked()
{
return 0; // 0 == yes
}
void set_client_dvar_from_server_stub(void* a1, void* a2, const char* dvar, const char* value)
{
if (dvar == "cg_fov"s || dvar == "cg_fovMin"s)
@ -214,11 +209,6 @@ namespace patches
true);
utils::hook::call(0x14009EE9E, aim_assist_add_to_target_list);
// unlock all items
utils::hook::jump(0x140413E60, is_item_unlocked); // LiveStorage_IsItemUnlockedFromTable_LocalClient
utils::hook::jump(0x140413860, is_item_unlocked); // LiveStorage_IsItemUnlockedFromTable
utils::hook::jump(0x140412B70, is_item_unlocked); // idk ( unlocks loot etc )
// isProfanity
utils::hook::set(0x1402877D0, 0xC3C033);

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@ -0,0 +1,75 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "scheduler.hpp"
#include "dvars.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/nt.hpp>
#include <utils/hook.hpp>
#include <utils/flags.hpp>
namespace stats
{
namespace
{
game::dvar_t* cg_unlock_all_items;
utils::hook::detour is_item_unlocked_hook;
utils::hook::detour is_item_unlocked_hook2;
utils::hook::detour is_item_unlocked_hook3;
int is_item_unlocked_stub(void* a1, void* a2, void* a3)
{
if (cg_unlock_all_items->current.enabled)
{
return 0;
}
return is_item_unlocked_hook.invoke<int>(a1, a2, a3);
}
int is_item_unlocked_stub2(void* a1, void* a2, void* a3, void* a4, void* a5, void* a6)
{
if (cg_unlock_all_items->current.enabled)
{
return 0;
}
return is_item_unlocked_hook2.invoke<int>(a1, a2, a3, a4, a5, a6);
}
int is_item_unlocked_stub3(void* a1)
{
if (cg_unlock_all_items->current.enabled)
{
return 0;
}
return is_item_unlocked_hook3.invoke<int>(a1);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (!game::environment::is_mp())
{
return;
}
cg_unlock_all_items = dvars::register_bool("cg_unlockall_items", false, game::DVAR_FLAG_SAVED, true);
dvars::register_bool("cg_unlockall_classes", false, game::DVAR_FLAG_SAVED, true);
is_item_unlocked_hook.create(0x140413E60, is_item_unlocked_stub);
is_item_unlocked_hook2.create(0x140413860, is_item_unlocked_stub2);
is_item_unlocked_hook3.create(0x140412B70, is_item_unlocked_stub3);
}
};
}
REGISTER_COMPONENT(stats::component)

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@ -28,6 +28,8 @@ namespace ui_scripting
utils::hook::detour hks_shutdown_hook;
utils::hook::detour hks_allocator_hook;
utils::hook::detour hks_frame_hook;
utils::hook::detour lui_error_hook;
utils::hook::detour hksi_hks_error_hook;
bool error_hook_enabled = false;
@ -52,6 +54,39 @@ namespace ui_scripting
}
}
int hksi_hks_error_stub(game::hks::lua_State* s, int a2)
{
if (!error_hook_enabled)
{
return hksi_hks_error_hook.invoke<int>(s, a2);
}
else
{
throw std::runtime_error("unknown error");
}
}
int lui_error_stub(game::hks::lua_State* s)
{
if (!error_hook_enabled)
{
return lui_error_hook.invoke<int>(s);
}
else
{
const auto count = static_cast<int>(s->m_apistack.top - s->m_apistack.base);
const auto arguments = get_return_values(count);
std::string error_str = "LUI Error";
if (count && arguments[0].is<std::string>())
{
error_str = arguments[0].as<std::string>();
}
throw std::runtime_error(error_str);
}
}
void* hks_start_stub(char a1)
{
const auto _1 = gsl::finally([]()
@ -162,6 +197,8 @@ namespace ui_scripting
hksi_lual_error_hook.create(SELECT_VALUE(0x1400A5EA0, 0x14012F300), hksi_lual_error_stub);
hks_allocator_hook.create(SELECT_VALUE(0x14009B570, 0x14012BAC0), hks_allocator_stub);
hks_frame_hook.create(SELECT_VALUE(0x1400E37F0, 0x1401755B0), hks_frame_stub);
lui_error_hook.create(SELECT_VALUE(0x14007D7D0, 0x14010C9E0), lui_error_stub);
hksi_hks_error_hook.create(SELECT_VALUE(0x14009DD80, 0x14012E390), hksi_hks_error_stub);
if (game::environment::is_mp())
{