add cg_loot_count dvar
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@ -20,6 +20,8 @@ namespace stats
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utils::hook::detour is_item_unlocked_hook2;
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utils::hook::detour item_quantity_hook;
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game::dvar_t* cg_loot_count = nullptr;
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bool is_item_unlocked_stub(__int64 a1, int a2, const char* unlock_table, unsigned __int8* value)
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{
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if (dvars::cg_unlockall_items && dvars::cg_unlockall_items->current.enabled)
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@ -47,7 +49,10 @@ namespace stats
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// 30000 crashes
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if (id != 30000 && dvars::cg_unlockall_loot && dvars::cg_unlockall_loot->current.enabled)
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{
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return 1;
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if (cg_loot_count)
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{
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return cg_loot_count->current.integer;
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}
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}
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return result;
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@ -357,6 +362,8 @@ namespace stats
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dvars::cg_unlockall_items = game::Dvar_RegisterBool("cg_unlockall_items", false, game::DVAR_FLAG_SAVED, "Whether items should be locked based on the player's stats or always unlocked.");
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game::Dvar_RegisterBool("cg_unlockall_classes", false, game::DVAR_FLAG_SAVED, "Whether classes should be locked based on the player's stats or always unlocked."); // TODO: need LUI scripting
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dvars::cg_unlockall_loot = game::Dvar_RegisterBool("cg_unlockall_loot", false, game::DVAR_FLAG_SAVED, "Whether loot should be locked based on the player's stats or always unlocked.");
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cg_loot_count = game::Dvar_RegisterInt("cg_loot_count", 1, 1, std::numeric_limits<int>::max(), game::DVAR_FLAG_SAVED, "Amount of loot to give for items");
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}, scheduler::main);
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// unlockables
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