Added dvars loaded scheduler event, fixed issues with new dvars resetting on match load, fixed issue with blackjack not being available at restart of the game
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52005ab43f
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a045200523
@ -25,6 +25,10 @@ DataSources.MPStatsSettings = DataSourceHelpers.ListSetup( "MPStatsSettings", fu
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return optionsTable
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return optionsTable
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end)
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end)
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if Dvar.cg_unlockall_loot:get() == true then
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Engine.SetDvar( "ui_enableAllHeroes", 1 )
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end
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LUI.createMenu.MPStatsMenu = function ( controller )
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LUI.createMenu.MPStatsMenu = function ( controller )
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local self = CoD.Menu.NewForUIEditor( "MPStatsMenu" )
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local self = CoD.Menu.NewForUIEditor( "MPStatsMenu" )
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if PreLoadFunc then
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if PreLoadFunc then
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@ -35,7 +35,7 @@ namespace dvars
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{
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{
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const auto* dvar = reinterpret_cast<const game::dvar_t*>(&game::s_dvarPool[160 * i]);
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const auto* dvar = reinterpret_cast<const game::dvar_t*>(&game::s_dvarPool[160 * i]);
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if (!dvar->debugName || (game::dvarFlags_e::DVAR_SAVED & dvar->flags) == 0)
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if (!dvar->debugName)
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continue;
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continue;
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auto name = dvar->debugName;
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auto name = dvar->debugName;
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@ -54,7 +54,7 @@ namespace dvars
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{
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{
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dvar_set_variant_hook.invoke(dvar, value, source);
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dvar_set_variant_hook.invoke(dvar, value, source);
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if (initial_config_read && (game::dvarFlags_e::DVAR_SAVED & dvar->flags) != 0 && dvar->debugName)
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if (initial_config_read && dvar->debugName)
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{
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{
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write_archive_dvars();
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write_archive_dvars();
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}
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}
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@ -72,6 +72,7 @@ namespace dvars
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game::Cbuf_ExecuteBuffer(0, game::ControllerIndex_t::CONTROLLER_INDEX_0, filedata.c_str());
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game::Cbuf_ExecuteBuffer(0, game::ControllerIndex_t::CONTROLLER_INDEX_0, filedata.c_str());
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initial_config_read = true;
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initial_config_read = true;
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scheduler::execute(scheduler::pipeline::dvars_loaded);
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}
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}
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game::dvar_t* dvar_register_new_stub(game::dvarStrHash_t hash, const char* dvar_name, game::dvarType_t type, unsigned int flags,
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game::dvar_t* dvar_register_new_stub(game::dvarStrHash_t hash, const char* dvar_name, game::dvarType_t type, unsigned int flags,
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@ -90,7 +91,7 @@ namespace dvars
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public:
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public:
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void post_unpack() override
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void post_unpack() override
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{
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{
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scheduler::once(read_archive_dvars, scheduler::pipeline::renderer);
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scheduler::once(read_archive_dvars, scheduler::pipeline::main);
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//dvar_register_new_hook.create(0x1422C5330_g, dvar_register_new_stub);
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//dvar_register_new_hook.create(0x1422C5330_g, dvar_register_new_stub);
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dvar_set_variant_hook.create(0x1422C9A90_g, dvar_set_variant_stub);
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dvar_set_variant_hook.create(0x1422C9A90_g, dvar_set_variant_stub);
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@ -59,12 +59,19 @@ namespace loot
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{
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{
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void post_unpack() override
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void post_unpack() override
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{
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{
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dvar_cg_unlockall_loot = game::Dvar_RegisterBool(game::Dvar_GenerateHash("cg_unlockall_loot"), "cg_unlockall_loot", false, (game::dvarFlags_e)0x40, "Unlocks blackmarket loot");
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dvar_cg_unlockall_loot = game::Dvar_RegisterBool(game::Dvar_GenerateHash("cg_unlockall_loot"), "cg_unlockall_loot", false, (game::dvarFlags_e)0x0, "Unlocks blackmarket loot");
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dvar_cg_unlockall_loot->debugName = "cg_unlockall_loot";
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dvar_cg_unlockall_loot->debugName = "cg_unlockall_loot";
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loot_getitemquantity_hook.create(0x141E82C90_g, loot_getitemquantity_stub);
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loot_getitemquantity_hook.create(0x141E82C90_g, loot_getitemquantity_stub);
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liveinventory_getitemquantity_hook.create(0x141E090C0_g, liveinventory_getitemquantity_stub);
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liveinventory_getitemquantity_hook.create(0x141E090C0_g, liveinventory_getitemquantity_stub);
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liveinventory_areextraslotspurchased_hook.create(0x141E089E0_g, liveinventory_areextraslotspurchased_stub);
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liveinventory_areextraslotspurchased_hook.create(0x141E089E0_g, liveinventory_areextraslotspurchased_stub);
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scheduler::once([]() {
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if (dvar_cg_unlockall_loot->current.enabled)
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{
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game::Dvar_SetFromStringByName("ui_enableAllHeroes", "1", true);
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}
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}, scheduler::pipeline::dvars_loaded);
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}
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}
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};
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};
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};
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};
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@ -91,11 +91,6 @@ namespace scheduler
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utils::hook::detour g_run_frame_hook;
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utils::hook::detour g_run_frame_hook;
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utils::hook::detour main_frame_hook;
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utils::hook::detour main_frame_hook;
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void execute(const pipeline type)
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{
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assert(type >= 0 && type < pipeline::count);
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pipelines[type].execute();
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}
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void r_end_frame_stub()
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void r_end_frame_stub()
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{
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{
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@ -116,6 +111,12 @@ namespace scheduler
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}
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}
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}
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}
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void execute(const pipeline type)
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{
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assert(type >= 0 && type < pipeline::count);
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pipelines[type].execute();
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}
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void schedule(const std::function<bool()>& callback, const pipeline type,
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void schedule(const std::function<bool()>& callback, const pipeline type,
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const std::chrono::milliseconds delay)
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const std::chrono::milliseconds delay)
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{
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{
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@ -16,12 +16,17 @@ namespace scheduler
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// The game's main thread
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// The game's main thread
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main,
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main,
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// Dvars are done loading from the config file
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dvars_loaded,
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count,
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count,
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};
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};
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static const bool cond_continue = false;
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static const bool cond_continue = false;
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static const bool cond_end = true;
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static const bool cond_end = true;
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void execute(const pipeline type);
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void schedule(const std::function<bool()>& callback, pipeline type = pipeline::async,
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void schedule(const std::function<bool()>& callback, pipeline type = pipeline::async,
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std::chrono::milliseconds delay = 0ms);
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std::chrono::milliseconds delay = 0ms);
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void loop(const std::function<void()>& callback, pipeline type = pipeline::async,
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void loop(const std::function<void()>& callback, pipeline type = pipeline::async,
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@ -24,7 +24,7 @@ namespace ui_scripting
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utils::hook::detour lua_cod_getrawfile_hook;
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utils::hook::detour lua_cod_getrawfile_hook;
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game::dvar_t* dvar_cg_enable_unsafe_lua_functions;
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game::dvar_t* dvar_cg_enable_unsafe_lua_functions;
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static bool unsafe_function_called_message_show = false;
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static bool unsafe_function_called_message_shown = false;
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struct globals_t
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struct globals_t
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{
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{
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@ -309,12 +309,12 @@ namespace ui_scripting
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int lua_unsafe_function_stub([[maybe_unused]] game::hks::lua_State* l)
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int lua_unsafe_function_stub([[maybe_unused]] game::hks::lua_State* l)
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{
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{
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if (!unsafe_function_called_message_show)
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if (!unsafe_function_called_message_shown)
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{
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{
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auto state = get_globals();
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auto state = get_globals();
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// TODO: Is it possible to do this with a confirm dialog? Doing this in LUI seems unsafe to me because mods will be able to change this aswell
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// TODO: Is it possible to do this with a confirm dialog? Doing this in LUI seems unsafe to me because mods will be able to change this aswell
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state["LuaUtils"]["ShowMessageDialog"](0, 0, "The map/mod you are playing tried to run code that can be unsafe. This can include writing or reading files on your system, accessing environment variables, running system commands or loading a dll. These are usually used for storing data across games, integrating third party software like Discord or fetching data from a server to make the gameplay for dynamic.\nThis can also cause a lot of harm by the wrong people.\n\nIf you trust this map/mod and want to enable these features, open the following file in your Black Ops 3 installation: players/user/config.cfg.\nIn this file change 'set cg_enable_unsafe_lua_functions 0' to 'set cg_enable_unsafe_lua_functions 1' and restart Black Ops 3.", "Unsafe lua function called");
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state["LuaUtils"]["ShowMessageDialog"](0, 0, "The map/mod you are playing tried to run code that can be unsafe. This can include writing or reading files on your system, accessing environment variables, running system commands or loading a dll. These are usually used for storing data across games, integrating third party software like Discord or fetching data from a server to make the gameplay for dynamic.\nThis can also cause a lot of harm by the wrong people.\n\nIf you trust this map/mod and want to enable these features, open the following file in your Black Ops 3 installation: players/user/config.cfg.\nIn this file change 'set cg_enable_unsafe_lua_functions 0' to 'set cg_enable_unsafe_lua_functions 1' and restart Black Ops 3.", "Unsafe lua function called");
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unsafe_function_called_message_show = true;
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unsafe_function_called_message_shown = true;
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}
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}
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return 0;
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return 0;
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@ -379,12 +379,26 @@ namespace ui_scripting
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ui_shutdown_hook.create(0x14270E9C0_g, ui_shutdown_stub);
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ui_shutdown_hook.create(0x14270E9C0_g, ui_shutdown_stub);
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lua_cod_getrawfile_hook.create(0x141F0F880_g, lua_cod_getrawfile_stub);
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lua_cod_getrawfile_hook.create(0x141F0F880_g, lua_cod_getrawfile_stub);
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dvar_cg_enable_unsafe_lua_functions = game::Dvar_RegisterBool(game::Dvar_GenerateHash("cg_enable_unsafe_lua_functions"), "cg_enable_unsafe_lua_functions", false, (game::dvarFlags_e)0x1040, "Enables the use of unsafe lua functions");
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dvar_cg_enable_unsafe_lua_functions = game::Dvar_RegisterBool(game::Dvar_GenerateHash("cg_enable_unsafe_lua_functions"), "cg_enable_unsafe_lua_functions", false, (game::dvarFlags_e)0x1000, "Enables the use of unsafe lua functions");
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dvar_cg_enable_unsafe_lua_functions->debugName = "cg_enable_unsafe_lua_functions";
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dvar_cg_enable_unsafe_lua_functions->debugName = "cg_enable_unsafe_lua_functions";
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scheduler::once([]() {
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scheduler::once([]() {
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game::dvar_t* dvar_callstack_ship = game::Dvar_FindVar("ui_error_callstack_ship");
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dvar_callstack_ship->flags = (game::dvarFlags_e)0;
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game::dvar_t* dvar_report_delay= game::Dvar_FindVar("ui_error_report_delay");
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dvar_report_delay->flags = (game::dvarFlags_e)0;
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game::Dvar_SetFromStringByName("ui_error_callstack_ship", "1", true);
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game::Dvar_SetFromStringByName("ui_error_report_delay", "0", true);
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}, scheduler::pipeline::renderer);
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scheduler::once([]() {
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printf("dvar_cg_enable_unsafe_lua_functions scheduler %s", game::Dvar_DisplayableValue(dvar_cg_enable_unsafe_lua_functions));
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if (!dvar_cg_enable_unsafe_lua_functions->current.enabled)
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if (!dvar_cg_enable_unsafe_lua_functions->current.enabled)
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{
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{
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printf("dvar_cg_enable_unsafe_lua_functions add jumps");
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// Do not allow the HKS vm to open LUA's libraries
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// Do not allow the HKS vm to open LUA's libraries
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// Disable unsafe functions
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// Disable unsafe functions
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utils::hook::jump(0x141D34190_g, luaopen_stub); // debug
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utils::hook::jump(0x141D34190_g, luaopen_stub); // debug
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@ -435,15 +449,7 @@ namespace ui_scripting
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utils::hook::jump(0x141D299C0_g, lua_unsafe_function_stub); // package_loadlib
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utils::hook::jump(0x141D299C0_g, lua_unsafe_function_stub); // package_loadlib
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}
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}
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}, scheduler::pipeline::dvars_loaded);
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game::dvar_t* dvar_callstack_ship = game::Dvar_FindVar("ui_error_callstack_ship");
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dvar_callstack_ship->flags = (game::dvarFlags_e)0;
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game::dvar_t* dvar_report_delay= game::Dvar_FindVar("ui_error_report_delay");
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dvar_report_delay->flags = (game::dvarFlags_e)0;
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game::Dvar_SetFromStringByName("ui_error_callstack_ship", "1", true);
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game::Dvar_SetFromStringByName("ui_error_report_delay", "0", 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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}
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}
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