iw4x-client/src/Components/Modules/Stats.cpp

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#include "STDInclude.hpp"
namespace Components
{
bool Stats::IsMaxLevel()
{
// 2516000 should be the max experience.
return (Game::Live_GetXp(0) >= Game::CL_GetMaxXP());
}
void Stats::SendStats()
{
// check if we're connected to a server...
if (*reinterpret_cast<std::uint32_t*>(0xB2C540) >= 7)
{
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for (unsigned char i = 0; i < 7; i++)
{
Game::Com_Printf(0, "Sending stat packet %i to server.\n", i);
// alloc
Game::msg_t msg;
ZeroMemory(&msg, sizeof(msg));
Utils::Memory::Allocator allocator;
char* buffer = allocator.allocateArray<char>(2048);
// init
Game::MSG_Init(&msg, buffer, 2048);
Game::MSG_WriteString(&msg, "stats");
// get stat buffer
char *statbuffer = nullptr;
if (Utils::Hook::Call<int(int)>(0x444CA0)(0))
{
statbuffer = &Utils::Hook::Call<char *(int)>(0x4C49F0)(0)[1240 * i];
}
// Client port?
Game::MSG_WriteShort(&msg, *reinterpret_cast<short*>(0xA1E878));
// Stat packet index
Game::MSG_WriteByte(&msg, i);
// calculate packet size
size_t size = 8192 - (i * 1240);
if (size > 1240)
size = 1240;
// write stat packet data
if (statbuffer)
{
Game::MSG_WriteData(&msg, statbuffer, size);
}
// send statpacket
Network::SendRaw(Game::NS_CLIENT, *reinterpret_cast<Game::netadr_t*>(0xA1E888), std::string(msg.data, msg.cursize));
}
}
}
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void Stats::UpdateClasses(UIScript::Token)
{
SendStats();
}
Stats::Stats()
{
// This UIScript should be added in the onClose code of the cac_popup menu,
// so everytime the create-a-class window is closed, and a client is connected
// to a server, the stats data of the client will be reuploaded to the server.
// allowing the player to change their classes while connected to a server.
UIScript::Add("UpdateClasses", Stats::UpdateClasses);
// Allow playerdata to be changed while connected to a server
Utils::Hook::Set<BYTE>(0x4376FD, 0xEB);
// ToDo: Allow playerdata changes in setPlayerData UI script.
}
Stats::~Stats()
{
}
}