2016-07-11 11:14:58 -04:00
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#include "STDInclude.hpp"
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namespace Components
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{
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wink::signal<wink::slot<Dvar::Callback>> Dvar::RegistrationSignal;
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Dvar::Var::Var(std::string dvarName) : Var()
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{
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this->dvar = Game::Dvar_FindVar(dvarName.data());
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if (!this->dvar)
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{
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// Quick-register the dvar
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Game::Dvar_SetStringByName(dvarName.data(), "");
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this->dvar = Game::Dvar_FindVar(dvarName.data());
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}
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}
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template <> Game::dvar_t* Dvar::Var::Get()
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{
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return this->dvar;
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}
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template <> char* Dvar::Var::Get()
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{
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if (this->dvar && this->dvar->type == Game::dvar_type::DVAR_TYPE_STRING && this->dvar->current.string)
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{
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return this->dvar->current.string;
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}
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return "";
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}
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template <> const char* Dvar::Var::Get()
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{
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return this->Get<char*>();
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}
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template <> int Dvar::Var::Get()
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{
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if (this->dvar && this->dvar->type == Game::dvar_type::DVAR_TYPE_INT)
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{
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return this->dvar->current.integer;
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}
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return 0;
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}
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template <> unsigned int Dvar::Var::Get()
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{
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return static_cast<unsigned int>(this->Get<int>());
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}
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template <> float Dvar::Var::Get()
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{
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if (this->dvar && this->dvar->type == Game::dvar_type::DVAR_TYPE_FLOAT)
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{
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return this->dvar->current.value;
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}
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return 0;
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}
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template <> float* Dvar::Var::Get()
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{
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static float val[4] = { 0 };
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if (this->dvar && (this->dvar->type == Game::dvar_type::DVAR_TYPE_FLOAT_2 || this->dvar->type == Game::dvar_type::DVAR_TYPE_FLOAT_3 || this->dvar->type == Game::dvar_type::DVAR_TYPE_FLOAT_4))
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{
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return this->dvar->current.vec4;
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}
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return val;
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}
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template <> bool Dvar::Var::Get()
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{
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if (this->dvar && this->dvar->type == Game::dvar_type::DVAR_TYPE_BOOL)
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{
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return this->dvar->current.boolean;
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}
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return false;
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}
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template <> std::string Dvar::Var::Get()
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{
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return this->Get<const char*>();
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}
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void Dvar::Var::Set(char* string)
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{
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this->Set(const_cast<const char*>(string));
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}
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void Dvar::Var::Set(const char* string)
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{
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if (this->dvar && this->dvar->name)
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{
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Game::Dvar_SetCommand(this->dvar->name, string);
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}
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}
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void Dvar::Var::Set(std::string string)
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{
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this->Set(string.data());
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}
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void Dvar::Var::Set(int integer)
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{
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if (this->dvar && this->dvar->name)
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{
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Game::Dvar_SetCommand(this->dvar->name, Utils::String::VA("%i", integer));
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}
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}
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void Dvar::Var::Set(float value)
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{
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if (this->dvar && this->dvar->name)
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{
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Game::Dvar_SetCommand(this->dvar->name, Utils::String::VA("%f", value));
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}
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}
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void Dvar::Var::SetRaw(int integer)
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{
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if (this->dvar)
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{
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this->dvar->current.integer = integer;
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}
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}
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template<> static Dvar::Var Dvar::Register(const char* name, bool value, Dvar::Flag flag, const char* description)
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{
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return Game::Dvar_RegisterBool(name, value, flag.val, description);
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}
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template<> static Dvar::Var Dvar::Register(const char* name, const char* value, Dvar::Flag flag, const char* description)
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{
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return Game::Dvar_RegisterString(name, value, flag.val, description);
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}
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template<> static Dvar::Var Dvar::Register(const char* name, int value, int min, int max, Dvar::Flag flag, const char* description)
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{
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return Game::Dvar_RegisterInt(name, value, min, max, flag.val, description);
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}
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void Dvar::OnInit(Dvar::Callback* callback)
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{
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Dvar::RegistrationSignal.connect(callback);
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}
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2016-08-17 20:18:45 -04:00
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Game::dvar_t* Dvar::RegisterName(const char* name, const char* /*default*/, Game::dvar_flag flag, const char* description)
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2016-07-11 11:14:58 -04:00
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{
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// Run callbacks
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Dvar::RegistrationSignal();
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// Name watcher
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Renderer::OnFrame([] ()
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{
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static std::string lastValidName = "Unknown Soldier";
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std::string name = Dvar::Var("name").Get<char*>();
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// Don't perform any checks if name didn't change
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if (name == lastValidName) return;
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std::string saneName = Colors::Strip(Utils::String::Trim(name));
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if (saneName.size() < 3 || (saneName[0] == '[' && saneName[1] == '{'))
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{
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Logger::Print("Username '%s' is invalid. It must at least be 3 characters long and not appear empty!\n", name.data());
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Dvar::Var("name").Set(lastValidName);
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}
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else
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{
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lastValidName = name;
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}
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});
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return Dvar::Register<const char*>(name, "Unknown Soldier", Dvar::Flag(flag | Game::dvar_flag::DVAR_FLAG_SAVED).val, description).Get<Game::dvar_t*>();
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}
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Dvar::Dvar()
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{
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// set flags of cg_drawFPS to archive
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Utils::Hook::Or<BYTE>(0x4F8F69, Game::dvar_flag::DVAR_FLAG_SAVED);
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// un-cheat cg_fov and add archive flags
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Utils::Hook::Xor<BYTE>(0x4F8E35, Game::dvar_flag::DVAR_FLAG_CHEAT | Game::dvar_flag::DVAR_FLAG_SAVED);
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// un-cheat cg_debugInfoCornerOffset and add archive flags
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Utils::Hook::Xor<BYTE>(0x4F8FC2, Game::dvar_flag::DVAR_FLAG_CHEAT | Game::dvar_flag::DVAR_FLAG_SAVED);
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// remove archive flags for cg_hudchatposition
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Utils::Hook::Xor<BYTE>(0x4F9992, Game::dvar_flag::DVAR_FLAG_SAVED);
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// remove write protection from fs_game
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Utils::Hook::Xor<DWORD>(0x6431EA, Game::dvar_flag::DVAR_FLAG_WRITEPROTECTED);
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// set cg_fov max to 90.0
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static float cgFov90 = 90.0f;
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Utils::Hook::Set<float*>(0x4F8E28, &cgFov90);
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// set max volume to 1
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static float volume = 1.0f;
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Utils::Hook::Set<float*>(0x408078, &volume);
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// Uncheat ui_showList
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Utils::Hook::Xor<BYTE>(0x6310DC, Game::dvar_flag::DVAR_FLAG_CHEAT);
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// Uncheat ui_debugMode
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Utils::Hook::Xor<BYTE>(0x6312DE, Game::dvar_flag::DVAR_FLAG_CHEAT);
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// Hook dvar 'name' registration
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Utils::Hook(0x40531C, Dvar::RegisterName, HOOK_CALL).Install()->Quick();
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}
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Dvar::~Dvar()
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{
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Dvar::RegistrationSignal.clear();
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}
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}
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