231 lines
6.0 KiB
C++
231 lines
6.0 KiB
C++
#include "STDInc.hpp"
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namespace Dvars
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{
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// Test
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Game::dvar_s* test_dvar_int = nullptr;
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Game::dvar_s* test_dvar_bool = nullptr;
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Game::dvar_s* test_dvar_string = nullptr;
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Game::dvar_s* test_dvar_enum = nullptr;
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Game::dvar_s* test_dvar_float = nullptr;
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Game::dvar_s* test_dvar_vec2 = nullptr;
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Game::dvar_s* test_dvar_vec3 = nullptr;
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Game::dvar_s* test_dvar_vec4 = nullptr;
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Game::dvar_s* test_dvar_bool_savedflag = nullptr;
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Game::dvar_s* ui_language = nullptr;
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Game::dvar_s* language_first_setting = nullptr;
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Game::dvar_s* r_noborder = nullptr;
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Game::dvar_s* r_videomode = nullptr;
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Game::dvar_s* ui_nativeCursor = nullptr;
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Game::dvar_s* safeArea_horizontal = nullptr;
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Game::dvar_s* safeArea_vertical = nullptr;
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// d3d9
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Game::dvar_s* r_d3d9ex = nullptr;
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// Field of view dvars
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Game::dvar_s* cg_fovScale = nullptr;
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Game::dvar_s* cg_fovMin = nullptr;
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Game::dvar_s* cg_fov = nullptr;
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Game::dvar_s* cg_drawViewpos = nullptr;
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Game::dvar_s* ui_debugMode = nullptr;
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Game::dvar_s* console_menu_style = nullptr;
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// Player settings dvars
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Game::dvar_s* p_allowFire = nullptr;
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Game::dvar_s* player_sprintUnlimited = nullptr;
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Game::dvar_s* paintball_mode = nullptr;
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Game::dvar_s* external_console = nullptr;
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Game::dvar_s* allowCompactFolderForMod = nullptr;
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Game::dvar_s* M_RawInput = nullptr;
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// Gamepad
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Game::dvar_s* gpad_enabled = nullptr;
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Game::dvar_s* gpad_debug = nullptr;
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Game::dvar_s* gpad_present = nullptr;
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Game::dvar_s* gpad_in_use = nullptr;
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Game::dvar_s* gpad_style = nullptr;
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Game::dvar_s* gpad_sticksConfig = nullptr;
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Game::dvar_s* gpad_buttonConfig = nullptr;
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Game::dvar_s* gpad_menu_scroll_delay_first = nullptr;
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Game::dvar_s* gpad_menu_scroll_delay_rest = nullptr;
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Game::dvar_s* gpad_stick_pressed_hysteresis = nullptr;
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Game::dvar_s* gpad_stick_pressed = nullptr;
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Game::dvar_s* gpad_stick_deadzone_min = nullptr;
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Game::dvar_s* gpad_stick_deadzone_max = nullptr;
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Game::dvar_s* gpad_button_deadzone = nullptr;
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Game::dvar_s* gpad_button_lstick_deflect_max = nullptr;
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Game::dvar_s* gpad_button_rstick_deflect_max = nullptr;
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Game::dvar_s* gpad_use_hold_time = nullptr;
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Game::dvar_s* gpad_lockon_enabled = nullptr;
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Game::dvar_s* gpad_slowdown_enabled = nullptr;
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Game::dvar_s* gpad_autoaim_enabled = nullptr;
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Game::dvar_s* gpad_aimassist = nullptr;
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Game::dvar_s* input_viewSensitivity = nullptr;
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Game::dvar_s* input_invertPitch = nullptr;
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Game::dvar_s* aim_aimAssistRangeScale = nullptr;
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Game::dvar_s* aim_autoAimRangeScale = nullptr;
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Game::dvar_s* aim_lockon_pitch_strength = nullptr;
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namespace Functions
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{
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Dvar_FindVar_t Dvar_FindVar = (Dvar_FindVar_t)0x587B00;
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void Dvar_SetStringByName(const char* dvarName, const char* value)
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{
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const static uint32_t Dvar_SetStringByName_func = 0x589720;
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__asm
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{
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mov eax, dvarName;
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push value;
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call Dvar_SetStringByName_func;
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add esp, 4;
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}
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}
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void Dvar_SetIntByName(const char* dvarName, int value)
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{
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const static uint32_t Dvar_SetIntByName_func = 0x589630;
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__asm
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{
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mov eax, dvarName;
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push value;
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call Dvar_SetIntByName_func;
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add esp, 4;
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}
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}
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void Dvar_Reset(int value/*eax*/, Game::dvar_s* dvar/*ecx*/)
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{
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const static uint32_t Dvar_Reset_func = 0x5898E0;
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__asm
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{
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mov eax, value;
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mov ecx, dvar;
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call Dvar_Reset_func;
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}
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}
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void SetRaw(const char* dvarName, bool value)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.enabled = value;
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dvar->latched.enabled = value;
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}
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}
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void SetRaw(Game::dvar_s* dvar, bool value)
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{
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dvar->current.enabled = value;
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dvar->latched.enabled = value;
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}
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void SetRaw(const char* dvarName, const char* value)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.string = value;
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dvar->latched.string = value;
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}
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}
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void SetRaw(Game::dvar_s* dvar, const char* value)
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{
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dvar->current.string = value;
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dvar->latched.string = value;
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}
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}
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namespace Register
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{
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}
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namespace Override
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{
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void DvarBoolOverride(const char* dvarName, const bool value, Game::dvar_flags flags)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.enabled = value;
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dvar->latched.enabled = value;
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dvar->flags = flags;
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dvar->modified = false;
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}
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}
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void DvarBoolOverride(const char* dvarName, Game::dvar_flags flags)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->flags = flags;
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dvar->modified = false;
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}
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}
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void DvarIntOverride(const char* dvarName, const int value, Game::dvar_flags flags)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.integer = value;
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dvar->latched.integer = value;
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dvar->flags = flags;
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dvar->modified = false;
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}
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}
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void DvarVec4Override(const char* dvarName, const float* dvar_value)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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for (auto i = 0; i < 4; i++)
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{
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dvar->current.vector[i] = dvar_value[i];
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dvar->latched.vector[i] = dvar_value[i];
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dvar->modified = false;
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}
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}
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}
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void DvarVec4OverrideDefaultValue(const char* dvarName, const float* dvar_value)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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for (auto i = 0; i < 4; i++)
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{
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dvar->reset.vector[i] = dvar_value[i];
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dvar->modified = false;
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}
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}
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}
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void DvarFloatOverride(const char* dvarName, const float value, Game::dvar_flags flags)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.value = value;
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dvar->latched.value = value;
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dvar->flags = flags;
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dvar->modified = false;
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}
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}
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void DvarFloatOverride(const char* dvarName, const float value, Game::dvar_flags flags, float mins, float maxs)
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{
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if (const auto& dvar = Functions::Dvar_FindVar(dvarName); dvar)
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{
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dvar->current.value = value;
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dvar->latched.value = value;
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dvar->domain.value.min = mins;
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dvar->domain.value.max = maxs;
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dvar->flags = flags;
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dvar->modified = false;
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}
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}
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}
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} |