111 lines
3.0 KiB
C++
111 lines
3.0 KiB
C++
#include <STDInclude.hpp>
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namespace Components
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{
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int64_t* Stats::GetStatsID()
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{
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static int64_t id = 0x110000100001337;
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return &id;
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}
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bool Stats::IsMaxLevel()
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{
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// 2516000 should be the max experience.
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return (Game::Live_GetXp(0) >= Game::CL_GetMaxXP());
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}
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void Stats::SendStats()
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{
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// check if we're connected to a server...
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if (*reinterpret_cast<std::uint32_t*>(0xB2C540) >= 7)
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{
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for (unsigned char i = 0; i < 7; ++i)
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{
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Game::Com_Printf(0, "Sending stat packet %i to server.\n", i);
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// alloc
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Game::msg_t msg;
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char buffer[2048];
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ZeroMemory(&msg, sizeof(msg));
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ZeroMemory(&buffer, sizeof(buffer));
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// init
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Game::MSG_Init(&msg, buffer, sizeof(buffer));
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Game::MSG_WriteString(&msg, "stats");
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// get stat buffer
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char *statbuffer = nullptr;
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if (Utils::Hook::Call<int(int)>(0x444CA0)(0))
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{
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statbuffer = &Utils::Hook::Call<char *(int)>(0x4C49F0)(0)[1240 * i];
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}
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// Client port?
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Game::MSG_WriteShort(&msg, *reinterpret_cast<short*>(0xA1E878));
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// Stat packet index
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Game::MSG_WriteByte(&msg, i);
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// write stat packet data
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if (statbuffer)
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{
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Game::MSG_WriteData(&msg, statbuffer, std::min(8192 - (i * 1240), 1240));
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}
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// send statpacket
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Network::SendRaw(Game::NS_CLIENT1, *reinterpret_cast<Game::netadr_t*>(0xA1E888), std::string(msg.data, msg.cursize));
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}
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}
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}
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void Stats::UpdateClasses(UIScript::Token)
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{
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Stats::SendStats();
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}
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int Stats::SaveStats(char* dest, const char* folder, const char* buffer, size_t length)
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{
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const auto fs_game = Game::Dvar_FindVar("fs_game");
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if (fs_game && fs_game->current.string && strlen(fs_game->current.string) && !strncmp(fs_game->current.string, "mods/", 5))
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{
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folder = fs_game->current.string;
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}
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return Utils::Hook::Call<int(char*, const char*, const char*, size_t)>(0x426450)(dest, folder, buffer, length);
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}
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Stats::Stats()
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{
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// This UIScript should be added in the onClose code of the cac_popup menu,
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// so everytime the create-a-class window is closed, and a client is connected
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// to a server, the stats data of the client will be reuploaded to the server.
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// allowing the player to change their classes while connected to a server.
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UIScript::Add("UpdateClasses", Stats::UpdateClasses);
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// Allow playerdata to be changed while connected to a server
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Utils::Hook::Set<BYTE>(0x4376FD, 0xEB);
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// ToDo: Allow playerdata changes in setPlayerData UI script.
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// Rename stat file
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Utils::Hook::SetString(0x71C048, "iw4x.stat");
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// Patch stats steamid
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Utils::Hook::Nop(0x682EBF, 20);
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Utils::Hook::Nop(0x6830B1, 20);
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Utils::Hook(0x682EBF, Stats::GetStatsID, HOOK_CALL).install()->quick();
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Utils::Hook(0x6830B1, Stats::GetStatsID, HOOK_CALL).install()->quick();
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//Utils::Hook::Set<BYTE>(0x68323A, 0xEB);
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// Never use remote stat saving
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Utils::Hook::Set<BYTE>(0x682F39, 0xEB);
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// Don't create stat backup
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Utils::Hook::Nop(0x402CE6, 2);
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// Write stats to mod folder if a mod is loaded
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Utils::Hook(0x682F7B, Stats::SaveStats, HOOK_CALL).install()->quick();
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}
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}
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