Refactor Debug Threads & Expose More Functions (#3408)
- Added a search box for the script names in Debug -> Threads. - Added `is_session_started` and `force_script_on_player` functions to the Lua network class. - Added `is_active` and `start_launcher_script` functions to the Lua script class. - Moved `view_stat_editor.cpp` to `src/views/network` from `src/views/settings`. - Added a help text for directly editing the sliders in outfit editor.
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@ -40,6 +40,15 @@ namespace lua::network
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big::g_pointers->m_gta.m_trigger_script_event(1, actual_args.data(), actual_args.size(), bitset, args[0]);
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}
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// Lua API: Function
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// Table: network
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// Name: is_session_started
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// Returns true if the local player is in a multiplayer session.
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static bool is_session_started()
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{
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return *big::g_pointers->m_gta.m_is_session_started;
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}
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// Lua API: Function
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// Table: network
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// Name: give_pickup_rewards
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@ -171,13 +180,26 @@ namespace lua::network
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// Lua API: Function
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// Table: network
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// Name: force_script_host
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// Param: script_name: string: Name of the script
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// Try to force ourself to be host for the given GTA Script.
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// Param: script_name: string: Name of the script.
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// Try to force ourself to be host for the given GTA Script. Needs to be called in the fiber pool or a loop.
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static void force_script_host(const std::string& script_name)
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{
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big::scripts::force_host(rage::joaat(script_name));
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}
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// Lua API: function
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// Table: script
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// Name: force_script_on_player
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// Param: player_idx: integer: Index of the player.
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// Param: script_name: string: Name of the script.
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// Param: script_name: integer: Instance ID of the script.
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// Forces the given GTA script to be started on a player. Needs to be called in the fiber pool or a loop.
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static void force_script_on_player(int player_idx, const std::string& script_name, int instance_id)
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{
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if (auto player = big::g_player_service->get_by_id(player_idx))
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big::scripts::force_script_on_player(player, rage::joaat(script_name), instance_id);
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}
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// Lua API: Function
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// Table: network
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// Name: send_chat_message
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@ -335,6 +357,7 @@ namespace lua::network
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auto ns = state["network"].get_or_create<sol::table>();
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ns["trigger_script_event"] = trigger_script_event;
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ns["is_session_started"] = is_session_started;
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ns["give_pickup_rewards"] = give_pickup_rewards;
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ns["set_player_coords"] = set_player_coords;
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ns["set_all_player_coords"] = set_all_player_coords;
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@ -345,6 +368,7 @@ namespace lua::network
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ns["is_player_friend"] = is_player_friend;
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ns["get_flagged_modder_reason"] = get_flagged_modder_reason;
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ns["force_script_host"] = force_script_host;
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ns["force_script_on_player"] = force_script_on_player;
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ns["send_chat_message"] = send_chat_message;
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ns["send_chat_message_to_player"] = send_chat_message_to_player;
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ns["get_player_rank"] = get_player_rank;
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@ -7,6 +7,7 @@
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#include "lua/bindings/network.hpp"
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#include "memory/pattern.hpp"
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#include "services/script_patcher/script_patcher_service.hpp"
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#include "util/scripts.hpp"
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namespace lua::script
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{
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@ -155,6 +156,23 @@ namespace lua::script
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module->m_registered_scripts.push_back(std::move(lua_script));
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}
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// Lua API: function
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// Table: script
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// Name: is_active
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// Param: script_name: string: The name of the script.
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// Returns true if the specified script is currently active/running.
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// **Example Usage:**
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// ```lua
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// local is_freemode_active = script.is_active("freemode")
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// ```
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static bool is_active(const std::string& script_name)
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{
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if (auto script = big::gta_util::find_script_thread(rage::joaat(script_name)))
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return true;
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return false;
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}
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// Lua API: function
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// Table: script
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// Name: execute_as_script
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@ -175,9 +193,9 @@ namespace lua::script
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// Param _patch: table: The bytes to be written into the script's bytecode.
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// Adds a patch for the specified script.
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// **Example Usage:**
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//```lua
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//script.add_patch("fm_content_xmas_truck", "Flickering Fix", "56 ? ? 4F ? ? 40 ? 5D ? ? ? 74", 0, {0x2B, 0x00, 0x00})
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//```
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// ```lua
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// script.add_patch("fm_content_xmas_truck", "Flickering Fix", "56 ? ? 4F ? ? 40 ? 5D ? ? ? 74", 0, {0x2B, 0x00, 0x00})
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// ```
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static void add_patch(const std::string& script_name, const std::string& name, const std::string& pattern, int offset, sol::table _patch)
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{
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auto patch = convert_sequence<uint8_t>(_patch);
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@ -197,9 +215,9 @@ namespace lua::script
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// Param _args: table: The arguments to pass to the script function.
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// Calls a function from the specified script.
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// **Example Usage:**
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//```lua
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//script.call_function("Collect Collectible", "freemode", "2D 05 33 00 00", 0, {17, 0, 1, 1, 0})
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//```
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// ```lua
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// script.call_function("Collect Collectible", "freemode", "2D 05 33 00 00", 0, {17, 0, 1, 1, 0})
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// ```
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static void call_function(const std::string& name, const std::string& script_name, const std::string& pattern, int offset, sol::table _args)
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{
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auto args = convert_sequence<uint64_t>(_args);
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@ -208,14 +226,32 @@ namespace lua::script
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script_function(args);
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}
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// Lua API: function
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// Table: script
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// Name: start_launcher_script
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// Param: script_name: string: The name of the script.
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// Tries to start a launcher script. Needs to be called in the fiber pool or a loop.
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// **Example Usage:**
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// ```lua
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// script.run_in_fiber(function()
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// script.start_launcher_script("am_hunt_the_beast")
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// end)
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// ```
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static void start_launcher_script(const std::string& script_name)
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{
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big::scripts::start_launcher_script(rage::joaat(script_name));
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}
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void bind(sol::state& state)
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{
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auto ns = state["script"].get_or_create<sol::table>();
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ns["register_looped"] = register_looped;
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ns["run_in_fiber"] = run_in_fiber;
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ns["execute_as_script"] = execute_as_script;
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ns["add_patch"] = add_patch;
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ns["call_function"] = call_function;
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auto ns = state["script"].get_or_create<sol::table>();
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ns["register_looped"] = register_looped;
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ns["run_in_fiber"] = run_in_fiber;
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ns["is_active"] = is_active;
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ns["execute_as_script"] = execute_as_script;
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ns["add_patch"] = add_patch;
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ns["call_function"] = call_function;
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ns["start_launcher_script"] = start_launcher_script;
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auto usertype = state.new_usertype<script_util>("script_util");
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