Many different fixes (#2749)
* fix(BytePatch): regression in world spawn bypass introduced in #2669 * fix(View/Network): session join options not updating after language change * fix(RapidFire): prevent game from crashing by filling up the bullet pool * refactor(Settings): don't save certain settings that users usually don't want to have enabled * fix(CustomWeapons): render weapon names properly * fix(reaction): names don't appear in chat
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@ -14,20 +14,20 @@ namespace big
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struct custom_weapon
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{
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big::CustomWeapon id;
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const std::string_view name;
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const char* name;
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};
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const custom_weapon custom_weapons[] = {
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{big::CustomWeapon::NONE, "VIEW_SELF_WEAPONS_NONE"_T},
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{big::CustomWeapon::CAGE_GUN, "VIEW_SELF_WEAPONS_CAGE_GUN"_T},
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{big::CustomWeapon::DELETE_GUN, "VIEW_SELF_WEAPONS_DELETE_GUN"_T},
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{big::CustomWeapon::GRAVITY_GUN, "VIEW_SELF_WEAPONS_GRAVITY_GUN"_T},
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{big::CustomWeapon::STEAL_VEHICLE_GUN, "BACKEND_LOOPED_WEAPONS_STEAL_VEHICLE_GUN"_T},
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{big::CustomWeapon::REPAIR_GUN, "BACKEND_LOOPED_WEAPONS_REPAIR_GUN"_T},
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{big::CustomWeapon::VEHICLE_GUN, "BACKEND_LOOPED_WEAPONS_VEHICLE_GUN"_T},
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{big::CustomWeapon::TP_GUN, "VIEW_SELF_WEAPONS_TP_GUN"_T},
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{big::CustomWeapon::PAINT_GUN, "VIEW_SELF_WEAPONS_PAINT_GUN"_T},
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};
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constexpr auto custom_weapons = std::to_array<custom_weapon>({
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{big::CustomWeapon::NONE, "VIEW_SELF_WEAPONS_NONE"},
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{big::CustomWeapon::CAGE_GUN, "VIEW_SELF_WEAPONS_CAGE_GUN"},
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{big::CustomWeapon::DELETE_GUN, "VIEW_SELF_WEAPONS_DELETE_GUN"},
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{big::CustomWeapon::GRAVITY_GUN, "VIEW_SELF_WEAPONS_GRAVITY_GUN"},
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{big::CustomWeapon::STEAL_VEHICLE_GUN, "BACKEND_LOOPED_WEAPONS_STEAL_VEHICLE_GUN"},
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{big::CustomWeapon::REPAIR_GUN, "BACKEND_LOOPED_WEAPONS_REPAIR_GUN"},
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{big::CustomWeapon::VEHICLE_GUN, "BACKEND_LOOPED_WEAPONS_VEHICLE_GUN"},
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{big::CustomWeapon::TP_GUN, "VIEW_SELF_WEAPONS_TP_GUN"},
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{big::CustomWeapon::PAINT_GUN, "VIEW_SELF_WEAPONS_PAINT_GUN"},
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});
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void view::weapons()
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{
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@ -133,11 +133,11 @@ namespace big
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ImGui::Checkbox("VIEW_WEAPON_CUSTOM_GUN_ONLY_FIRES_WHEN_THE_WEAPON_IS_OUT"_T.data(), &g.self.custom_weapon_stop);
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CustomWeapon selected = g.weapons.custom_weapon;
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if (ImGui::BeginCombo("WEAPON"_T.data(), custom_weapons[(int)selected].name.data()))
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if (ImGui::BeginCombo("WEAPON"_T.data(), g_translation_service.get_translation(custom_weapons[(int)selected].name).data()))
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{
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for (const custom_weapon& weapon : custom_weapons)
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{
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if (ImGui::Selectable(weapon.name.data(), weapon.id == selected))
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if (ImGui::Selectable(g_translation_service.get_translation(weapon.name).data(), weapon.id == selected))
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{
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g.weapons.custom_weapon = weapon.id;
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}
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