Add mod loading menu
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f8e689397b
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@ -15,6 +15,7 @@
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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#include <utils/memory.hpp>
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#include <utils/io.hpp>
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namespace command
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{
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@ -447,6 +448,62 @@ namespace command
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}
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}, scheduler::pipeline::server);
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});
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add("loadmod", [](const params& params)
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{
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if (params.size() < 2)
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{
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game_console::print(game_console::con_type_info, "Usage: loadmod mods/<modname>");
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return;
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}
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if (::game::SV_Loaded())
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{
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game_console::print(game_console::con_type_error, "Cannot load mod while in-game!\n");
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game::CG_GameMessage(0, "^1Cannot unload mod while in-game!");
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return;
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}
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const auto path = params.get(1);
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game_console::print(game_console::con_type_info, "Loading mod %s\n", path);
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if (!utils::io::directory_exists(path))
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{
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game_console::print(game_console::con_type_error, "Mod %s not found!\n", path);
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return;
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}
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game::mod_folder = path;
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::scheduler::once([]()
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{
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command::execute("lui_restart", true);
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}, ::scheduler::pipeline::renderer);
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});
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add("unloadmod", [](const params& params)
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{
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if (game::mod_folder.empty())
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{
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game_console::print(game_console::con_type_info, "No mod loaded\n");
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return;
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}
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if (::game::SV_Loaded())
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{
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game_console::print(game_console::con_type_error, "Cannot unload mod while in-game!\n");
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game::CG_GameMessage(0, "^1Cannot unload mod while in-game!");
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return;
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}
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game_console::print(game_console::con_type_info, "Unloading mod %s\n", game::mod_folder.data());
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game::mod_folder.clear();
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::scheduler::once([]()
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{
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command::execute("lui_restart", true);
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}, ::scheduler::pipeline::renderer);
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});
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}
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};
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}
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@ -11,6 +11,8 @@ namespace game
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base_address = uint64_t(module);
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}
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std::string mod_folder{};
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namespace environment
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{
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launcher::mode mode = launcher::mode::none;
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@ -6,9 +6,10 @@
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namespace game
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{
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extern uint64_t base_address;
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void load_base_address();
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extern std::string mod_folder;
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namespace environment
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{
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launcher::mode get_mode();
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@ -6,6 +6,7 @@
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#include "../execution.hpp"
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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namespace scripting::lua::engine
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{
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@ -17,12 +18,13 @@ namespace scripting::lua::engine
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return scripts;
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}
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void load_scripts()
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void load_generic_script()
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{
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get_scripts().push_back(std::make_unique<context>());
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}
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const auto script_dir = "scripts/"s;
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void load_scripts(const std::string& script_dir)
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{
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if (!utils::io::directory_exists(script_dir))
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{
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return;
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@ -44,7 +46,17 @@ namespace scripting::lua::engine
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{
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clear_custom_fields();
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get_scripts().clear();
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load_scripts();
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load_generic_script();
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load_scripts("scripts/");
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load_scripts("h2-mod/scripts/");
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load_scripts("data/scripts/");
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if (!game::mod_folder.empty())
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{
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load_scripts(utils::string::va("%s/scripts/", game::mod_folder.data()));
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}
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}
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void stop()
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@ -1087,6 +1087,11 @@ namespace ui_scripting::lua
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return std::string(buffer);
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};
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game_type["getloadedmod"] = [](const game&)
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{
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return ::game::mod_folder;
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};
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struct player
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{
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};
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@ -1242,9 +1247,8 @@ namespace ui_scripting::lua
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}
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}
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context::context(std::string folder)
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: folder_(std::move(folder))
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, scheduler_(state_)
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context::context(std::string data, script_type type)
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: scheduler_(state_)
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, event_handler_(state_)
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{
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@ -1256,6 +1260,17 @@ namespace ui_scripting::lua
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sol::lib::math,
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sol::lib::table);
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setup_io(this->state_);
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setup_vector_type(this->state_);
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setup_element_type(this->state_, this->event_handler_, this->scheduler_);
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setup_menu_type(this->state_, this->event_handler_, this->scheduler_);
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setup_game_type(this->state_, this->event_handler_, this->scheduler_);
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setup_lui_types(this->state_, this->event_handler_, this->scheduler_);
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if (type == script_type::file)
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{
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this->folder_ = data;
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this->state_["include"] = [this](const std::string& file)
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{
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this->load_script(file);
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@ -1273,17 +1288,16 @@ namespace ui_scripting::lua
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return this->folder_;
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};
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setup_io(this->state_);
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setup_vector_type(this->state_);
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setup_element_type(this->state_, this->event_handler_, this->scheduler_);
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setup_menu_type(this->state_, this->event_handler_, this->scheduler_);
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setup_game_type(this->state_, this->event_handler_, this->scheduler_);
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setup_lui_types(this->state_, this->event_handler_, this->scheduler_);
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printf("Loading ui script '%s'\n", this->folder_.data());
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this->load_script("__init__");
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}
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if (type == script_type::code)
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{
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handle_error(this->state_.safe_script(data, &sol::script_pass_on_error));
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}
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}
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context::~context()
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{
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this->state_.collect_garbage();
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@ -15,6 +15,12 @@
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namespace ui_scripting::lua
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{
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enum script_type
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{
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file,
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code
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};
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extern std::unordered_map<std::string, menu> menus;
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extern std::vector<element*> elements;
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extern element ui_element;
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@ -23,7 +29,7 @@ namespace ui_scripting::lua
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class context
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{
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public:
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context(std::string folder);
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context(std::string data, script_type);
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~context();
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context(context&&) noexcept = delete;
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@ -7,11 +7,14 @@
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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#include <utils/nt.hpp>
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namespace ui_scripting::lua::engine
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{
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namespace
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{
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const auto mods_menu_script = utils::nt::load_resource(LUI_MODS_MENU);
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float screen_max[2];
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void check_resize()
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@ -302,10 +305,8 @@ namespace ui_scripting::lua::engine
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return scripts;
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}
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void load_scripts()
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void load_scripts(const std::string& script_dir)
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{
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const auto script_dir = "ui_scripts/"s;
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if (!utils::io::directory_exists(script_dir))
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{
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return;
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@ -317,11 +318,16 @@ namespace ui_scripting::lua::engine
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{
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if (std::filesystem::is_directory(script) && utils::io::file_exists(script + "/__init__.lua"))
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{
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get_scripts().push_back(std::make_unique<context>(script));
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get_scripts().push_back(std::make_unique<context>(script, script_type::file));
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}
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}
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}
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void load_code(const std::string& code)
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{
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get_scripts().push_back(std::make_unique<context>(code, script_type::code));
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}
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void render_menus()
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{
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check_resize();
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@ -406,7 +412,17 @@ namespace ui_scripting::lua::engine
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close_all_menus();
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get_scripts().clear();
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clear_menus();
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load_scripts();
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load_code(mods_menu_script);
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load_scripts("ui_scripts/");
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load_scripts("h2-mod/ui_scripts/");
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load_scripts("data/ui_scripts/");
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if (!game::mod_folder.empty())
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{
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load_scripts(utils::string::va("%s/ui_scripts/", game::mod_folder.data()));
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}
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}
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void stop()
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@ -22,3 +22,4 @@
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#define ICON_IMAGE 313
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#define LUA_ANIMATION_SCRIPT 314
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#define LUI_MODS_MENU 315
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MENU_MAIN RCDATA "resources/main.html"
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LUA_ANIMATION_SCRIPT RCDATA "resources/animation.lua"
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LUI_MODS_MENU RCDATA "resources/mods_menu.lua"
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#ifdef _DEBUG
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TLS_DLL RCDATA "../../build/bin/x64/Debug/tlsdll.dll"
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118
src/client/resources/mods_menu.lua
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118
src/client/resources/mods_menu.lua
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@ -0,0 +1,118 @@
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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 = Engine.ToUpperCase(Engine.Localize(text))
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}))
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menu.list:addElement(element)
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end
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local maincampaign = LUI.MenuBuilder.m_types_build["main_campaign"]
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LUI.MenuBuilder.m_types_build["main_campaign"] = function(a1, a2)
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local menu = maincampaign(a1, a2)
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local buttonlist = menu:getChildById("main_campaign_list")
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local button = menu:AddButton("$_MODS", function()
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LUI.FlowManager.RequestAddMenu(nil, "mods_menu")
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end, nil, true, nil, {
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desc_text = "$_Open mods menu"
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})
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buttonlist:removeElement(button)
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buttonlist:insertElement(button, 6)
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button.id = "mods_menu-button"
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local hintbox = menu.optionTextInfo
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local firstbutton = buttonlist:getFirstChild()
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hintbox:dispatchEventToRoot({
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name = "set_button_info_text",
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text = firstbutton.properties.desc_text,
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immediate = true
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})
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menu:CreateBottomDivider()
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menu:AddBottomDividerToList(buttonlist:getLastChild())
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menu:removeElement(menu.optionTextInfo)
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LUI.Options.InitScrollingList(menu.list, nil)
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menu:CreateBottomDivider()
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menu.optionTextInfo = LUI.Options.AddOptionTextInfo(menu)
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return menu
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end
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function modsmenu(a1)
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local menu = LUI.MenuTemplate.new(a1, {
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menu_title = "$_MODS",
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exclusiveController = 0,
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menu_width = 400,
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menu_top_indent = LUI.MenuTemplate.spMenuOffset,
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showTopRightSmallBar = true
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})
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local modfolder = game:getloadedmod()
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if (modfolder ~= "") then
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createdivider(menu, "$_Loaded mod: " .. modfolder)
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menu:AddButton("$_UNLOAD", function()
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game:executecommand("unloadmod")
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end, nil, true, nil, {
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desc_text = "Unload the currently loaded mod"
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})
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end
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createdivider(menu, "$_Available mods")
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local mods = io.listfiles("mods/")
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for i = 1, #mods do
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local desc = "Load " .. mods[i]
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local infofile = mods[i] .. "/mod.txt"
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local exists = io.fileexists(infofile)
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if (exists) then
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desc = io.readfile(infofile)
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end
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if (mods[i] ~= modfolder) then
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menu:AddButton("$_" .. mods[i], function()
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game:executecommand("loadmod " .. mods[i])
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end, nil, true, nil, {
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desc_text = desc
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})
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end
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end
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menu:AddBackButton(function(a1)
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Engine.PlaySound(CoD.SFX.MenuBack)
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LUI.FlowManager.RequestLeaveMenu(a1)
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end)
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LUI.Options.InitScrollingList(menu.list, nil)
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menu:CreateBottomDivider()
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menu.optionTextInfo = LUI.Options.AddOptionTextInfo(menu)
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return menu
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end
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LUI.MenuBuilder.m_types_build["mods_menu"] = modsmenu
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local localize = Engine.Localize
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Engine.Localize = function(...)
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local args = {...}
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if (args[1]:sub(1, 2) == "$_") then
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return args[1]:sub(3, -1)
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end
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return localize(table.unpack(args))
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end
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