- working VarManagerBase for player variables too

This commit is contained in:
EricPlayZ
2025-02-16 21:04:15 +02:00
parent 3017ec4d53
commit d5b5268f00
13 changed files with 382 additions and 592 deletions

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@ -1,5 +1,6 @@
#include <EGSDK\Engine\VarManagerBase.h>
#include <EGSDK\Engine\CVars.h>
#include <EGSDK\GamePH\PlayerVariables.h>
#include <EGSDK\Vec4.h>
namespace EGSDK::Engine {
@ -22,14 +23,19 @@ namespace EGSDK::Engine {
std::unordered_map<std::string, uint64_t> VarManagerBase<VarMapType, VarType>::varOwnerMap{};
#endif
template <typename VarMapType, typename VarType>
VarType* VarManagerBase<VarMapType, VarType>::GetVar(const std::string& name) {
return vars.Find(name);
}
template <typename VarMapType, typename VarType>
bool VarManagerBase<VarMapType, VarType>::IsVarManagedByBool(const std::string& name) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
return prevBoolValueMap.find(name) != prevBoolValueMap.end() && prevBoolValueMap[name];
}
template <typename VarMapType, typename VarType>
bool VarManagerBase<VarMapType, VarType>::DoesVarHaveCustomValue(const std::string& name) {
return !customVars.none_of(cVar->GetName());
return !customVars.none_of(name);
}
template <typename VarMapType, typename VarType>
bool VarManagerBase<VarMapType, VarType>::AreAnyVarsPresent() {
@ -54,4 +60,5 @@ namespace EGSDK::Engine {
}
template EGameSDK_API class VarManagerBase<CVarMap, CVar>;
template EGameSDK_API class VarManagerBase<GamePH::PlayerVarMap, GamePH::PlayerVar>;
}

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@ -1,10 +1,11 @@
#include <EGSDK\Engine\VarMapBase.h>
#include <EGSDK\Engine\CVars.h>
#include <EGSDK\GamePH\PlayerVariables.h>
namespace EGSDK::Engine {
template <typename VarType>
std::unique_ptr<VarType>& VarMapBase<VarType>::try_emplace(std::unique_ptr<VarType> var) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
const std::string& name = var->GetName();
auto [it, inserted] = vars.try_emplace(name, std::move(var));
if (inserted)
@ -13,35 +14,35 @@ namespace EGSDK::Engine {
}
template <typename VarType>
bool VarMapBase<VarType>::empty() const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
return vars.empty();
}
template <typename VarType>
bool VarMapBase<VarType>::none_of(const std::string& name) const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
return vars.find(name) == vars.end();
}
template <typename VarType>
void VarMapBase<VarType>::reserve(size_t count) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
vars.reserve(count);
}
template <typename VarType>
size_t VarMapBase<VarType>::size() {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
return vars.size();
}
template <typename VarType>
VarType* VarMapBase<VarType>::Find(const std::string& name) const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = vars.find(name);
return (it != vars.end()) ? it->second.get() : nullptr;
}
template <typename VarType>
void VarMapBase<VarType>::Erase(const std::string& name) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = vars.find(name);
if (it == vars.end())
return;
@ -54,4 +55,5 @@ namespace EGSDK::Engine {
}
template EGameSDK_API class VarMapBase<CVar>;
template EGameSDK_API class VarMapBase<GamePH::PlayerVar>;
}

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@ -5,9 +5,12 @@
#include <unordered_map>
#include <intrin.h>
#include <variant>
#include <optional>
#include <EGSDK\Exports.h>
#include <EGSDK\Vec3.h>
#include <EGSDK\Vec4.h>
#include <EGSDK\Utils\Values.h>
#include <EGSDK\Engine\VarBase.h>
#pragma intrinsic(_ReturnAddress)
@ -22,35 +25,71 @@ namespace EGSDK::Engine {
static VarMapType defaultVars;
template <typename T>
static T* GetVarValue(const std::string& name) {
static std::optional<T> GetVarValue(const std::string& name) {
StaticAssertValueType;
auto var = vars.Find(name);
return var ? std::get_if<T>(&var->GetValue()) : nullptr;
if (!var)
return std::nullopt;
auto value = var->GetValue();
auto variantValue = std::get_if<T>(&value);
return variantValue ? std::optional<T>(*variantValue) : std::nullopt;
}
template <typename T>
static T* GetVarValue(VarType* var) {
static std::optional<T> GetVarValue(VarType* var) {
StaticAssertValueType;
return var ? std::get_if<T>(&var->GetValue()) : nullptr;
if (!var)
return std::nullopt;
auto value = var->GetValue();
auto variantValue = std::get_if<T>(&value);
return variantValue ? std::optional<T>(*variantValue) : std::nullopt;
}
template <typename T>
static T* GetVarValueFromMap(const std::string& name, const VarMapType& map) {
static std::optional<T> GetVarValueFromMap(const std::string& name, const VarMapType& map) {
StaticAssertValueType;
auto var = map.Find(name);
return var ? std::get_if<T>(&var->GetValue()) : nullptr;
return GetVarValue<T>(var);
}
static VarType* GetVar(const std::string& name);
template <typename T>
static void ChangeVar(const std::string& name, T value) {
StaticAssertValueType;
auto var = vars.Find(name);
if (var)
var->SetValue(value);
if (!var)
return;
ChangeVar<T>(var, value);
}
template <typename T>
static void ChangeVar(VarType* var, T value) {
StaticAssertValueType;
if (var)
var->SetValue(value);
if (!var)
return;
if constexpr (std::is_same_v<T, std::string>) {
switch (var->GetType()) {
case Engine::VarType::Float:
ChangeVar<float>(var, std::stof(Utils::Values::to_string(value)));
return;
case Engine::VarType::Int:
ChangeVar<int>(var, std::stof(Utils::Values::to_string(value)));
return;
case Engine::VarType::Bool:
ChangeVar<bool>(var, std::stof(Utils::Values::to_string(value)));
return;
default:
break;
}
}
var->SetValue(value);
}
template <typename T>
static void ChangeVarFromMap(const std::string& name, T value, const VarMapType& map) {
StaticAssertValueType;
auto var = map.Find(name);
ChangeVar<T>(var, value);
}
template <typename T>
static void ChangeVarFromList(const std::string& name, T value) {
@ -72,6 +111,21 @@ namespace EGSDK::Engine {
auto customVar = customVars.Find(var->GetName());
auto defVar = defaultVars.Find(var->GetName());
if constexpr (std::is_same_v<T, std::string>) {
switch (var->GetType()) {
case Engine::VarType::Float:
ChangeVarFromList<float>(var, std::stof(Utils::Values::to_string(value)));
return;
case Engine::VarType::Int:
ChangeVarFromList<int>(var, std::stof(Utils::Values::to_string(value)));
return;
case Engine::VarType::Bool:
ChangeVarFromList<bool>(var, std::stof(Utils::Values::to_string(value)));
return;
default:
break;
}
}
if (!customVar)
customVar = customVars.try_emplace(std::make_unique<VarType>(var->GetName(), var->GetType())).get();
if (!defVar) {
@ -89,7 +143,7 @@ namespace EGSDK::Engine {
static void ManageVarByBool(const std::string& name, T valueIfTrue, T valueIfFalse, bool boolVal, bool usePreviousVal = true) {
uint64_t caller = reinterpret_cast<uint64_t>(_ReturnAddress());
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto ownerIt = varOwnerMap.find(name);
if (ownerIt != varOwnerMap.end() && ownerIt->second != caller)
@ -125,7 +179,7 @@ namespace EGSDK::Engine {
static bool AreAllCustomVarsManagedByBool();
template <typename T>
static void RestoreVariableToDefault(VarType* var) {
static void RestoreVariableToDefault(VarType* var, bool eraseFromMaps = true) {
if (IsVarManagedByBool(var->GetName()))
return;
@ -135,8 +189,26 @@ namespace EGSDK::Engine {
ChangeVar(var->GetName(), *defValue);
defaultVars.Erase(var->GetName());
customVars.Erase(var->GetName());
if (eraseFromMaps) {
defaultVars.Erase(var->GetName());
customVars.Erase(var->GetName());
}
}
template <typename T>
static void RestoreVariableToDefaultFromMap(VarType* var, VarMapType& map, bool eraseFromMaps = true) {
if (IsVarManagedByBool(var->GetName()))
return;
auto defValue = GetVarValueFromMap<T>(var->GetName(), map);
if (!defValue)
return;
ChangeVar(var->GetName(), *defValue);
if (eraseFromMaps) {
map.Erase(var->GetName());
customVars.Erase(var->GetName());
}
}
private:
static std::unordered_map<std::string, std::any> prevVarValueMap;

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@ -31,7 +31,7 @@ namespace EGSDK::Engine {
template <typename Callable, typename... Args>
void ForEach(Callable&& func, Args&&... args) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
for (const auto& name : varsOrdered)
func(vars.at(name), std::forward<Args>(args)...);
}

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@ -1,134 +1,59 @@
#pragma once
#include <any>
#include <unordered_map>
#include <vector>
#include <mutex>
#include <atomic>
#include <functional>
#include <EGSDK\ClassHelpers.h>
#include <EGSDK\Utils\Values.h>
#include <EGSDK\Engine\VarBase.h>
#include <EGSDK\Engine\VarMapBase.h>
#include <EGSDK\Engine\VarManagerBase.h>
namespace EGSDK::GamePH {
enum EGameSDK_API PlayerVarType {
NONE = 0,
String,
Float,
Bool
};
class EGameSDK_API PlayerVariable {
public:
PlayerVariable(const std::string& name);
const char* GetName();
void SetName(const std::string& newName);
PlayerVarType GetType();
void SetType(PlayerVarType newType);
private:
static std::unordered_map<PlayerVariable*, std::string> playerVarNames;
static std::unordered_map<PlayerVariable*, PlayerVarType> playerVarTypes;
static std::mutex mutex;
};
class EGameSDK_API StringPlayerVariable : public PlayerVariable {
class EGameSDK_API PlayerVar : public Engine::VarBase {
public:
union {
EGSDK::ClassHelpers::StaticBuffer<0x8, const char*> value; // remove 0x2 bit to access ptr
EGSDK::ClassHelpers::StaticBuffer<0x10, const char*> defaultValue; // remove 0x2 bit to access ptr
EGSDK::ClassHelpers::StaticBuffer<0x8, const char*> strValue;
EGSDK::ClassHelpers::StaticBuffer<0x8, float> floatValue;
EGSDK::ClassHelpers::StaticBuffer<0x8, bool> boolValue;
EGSDK::ClassHelpers::StaticBuffer<0x10, const char*> defaultStrValue; // remove 0x2 bit to access ptr
EGSDK::ClassHelpers::StaticBuffer<0xC, float> defaultFloatValue;
EGSDK::ClassHelpers::StaticBuffer<0x9, bool> defaultBoolValue;
};
explicit PlayerVar(const std::string& name);
explicit PlayerVar(const std::string& name, Engine::VarType type);
Engine::VarValueType GetValue();
Engine::VarValueType GetDefaultValue();
void SetValue(const Engine::VarValueType& value);
};
class EGameSDK_API StringPlayerVariable : public PlayerVar {
public:
explicit StringPlayerVariable(const std::string& name);
const char* GetValue();
const char* GetDefaultValue();
void SetValues(const std::string& value);
};
class EGameSDK_API FloatPlayerVariable : public PlayerVariable {
class EGameSDK_API FloatPlayerVariable : public PlayerVar {
public:
union {
EGSDK::ClassHelpers::StaticBuffer<0x8, float> value;
EGSDK::ClassHelpers::StaticBuffer<0xC, float> defaultValue;
};
explicit FloatPlayerVariable(const std::string& name);
float GetValue();
float GetDefaultValue();
void SetValues(float value);
};
class EGameSDK_API BoolPlayerVariable : public PlayerVariable {
class EGameSDK_API BoolPlayerVariable : public PlayerVar {
public:
union {
EGSDK::ClassHelpers::StaticBuffer<0x8, bool> value;
EGSDK::ClassHelpers::StaticBuffer<0x9, bool> defaultValue;
};
explicit BoolPlayerVariable(const std::string& name);
bool GetValue();
bool GetDefaultValue();
void SetValues(bool value);
};
class EGameSDK_API PlayerVarMap {
class EGameSDK_API PlayerVarMap : public Engine::VarMapBase<PlayerVar> {
public:
PlayerVarMap() = default;
PlayerVarMap(const PlayerVarMap&) = delete;
PlayerVarMap& operator=(const PlayerVarMap&) = delete;
PlayerVarMap(PlayerVarMap&&) noexcept = default;
PlayerVarMap& operator=(PlayerVarMap&&) noexcept = default;
std::unique_ptr<PlayerVariable>& try_emplace(std::unique_ptr<PlayerVariable> playerVar);
bool empty();
bool none_of(const std::string& name);
void reserve(size_t count);
size_t size();
std::unique_ptr<PlayerVariable>* FindPtr(const std::string& name);
PlayerVariable* Find(const std::string& name);
bool Erase(const std::string& name);
template <typename Callable, typename... Args>
void ForEach(Callable&& func, Args&&... args) {
std::lock_guard<std::mutex> lock(mutex);
for (const auto& name : playerVarsOrder)
func(playerVars.at(name), std::forward<Args>(args)...);
}
private:
std::unordered_map<std::string, std::unique_ptr<PlayerVariable>> playerVars{};
std::vector<std::string> playerVarsOrder{};
mutable std::mutex mutex{};
using Engine::VarMapBase<PlayerVar>::Find;
using Engine::VarMapBase<PlayerVar>::none_of;
using Engine::VarMapBase<PlayerVar>::empty;
};
class EGameSDK_API PlayerVariables {
class EGameSDK_API PlayerVariables : public Engine::VarManagerBase<PlayerVarMap, PlayerVar> {
public:
static PlayerVarMap playerVars;
static PlayerVarMap customPlayerVars;
static PlayerVarMap defaultPlayerVars;
static PlayerVarMap customDefaultPlayerVars;
static PlayerVarMap customDefaultVars;
static std::atomic<bool> gotPlayerVars;
#ifdef EGameSDK_EXPORTS
static std::unordered_map<std::string, std::any> prevPlayerVarValueMap;
static std::unordered_map<std::string, bool> prevBoolValueMap;
static std::unordered_map<std::string, uint64_t> playerVarOwnerMap;
static void GetPlayerVars();
static bool SortPlayerVars();
#endif
template <typename T>
static T GetPlayerVarValue(const std::string& name);
template <typename T>
static void ChangePlayerVar(const std::string& name, const T value, PlayerVariable* playerVar = nullptr);
template <typename T>
static void ChangePlayerVarFromList(const std::string& name, const T value, PlayerVariable* playerVar = nullptr);
template <typename T>
static void ManagePlayerVarByBool(const std::string& name, const T valueIfTrue, const T valueIfFalse, bool boolVal, bool usePreviousVal = true);
static bool IsPlayerVarManagedByBool(const std::string& name);
static PlayerVariables* Get();
private:
static std::mutex mutex;
};
}

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@ -6,7 +6,7 @@ namespace EGSDK::Engine {
CVar::CVar(const std::string& name) : VarBase(name) {}
CVar::CVar(const std::string& name, VarType type) : VarBase(name, type) {}
VarValueType& CVar::GetValue() {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = varValues.find(this);
if (it == varValues.end()) {
switch (GetType()) {
@ -70,7 +70,7 @@ namespace EGSDK::Engine {
}, value);
}
void CVar::AddValuePtr(uint64_t* ptr) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varValues[this].valuePtrs.push_back(ptr);
}
@ -88,7 +88,7 @@ namespace EGSDK::Engine {
}
std::unique_ptr<CVar>& CVarMap::try_emplace(std::unique_ptr<CVar> cVar) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
const std::string& name = cVar->GetName();
auto [it, inserted] = vars.try_emplace(name, std::move(cVar));
if (inserted) {
@ -99,17 +99,17 @@ namespace EGSDK::Engine {
return it->second;
}
bool CVarMap::none_of(uint32_t valueOffset) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
return varsByValueOffset.find(valueOffset) == varsByValueOffset.end();
}
CVar* CVarMap::Find(uint32_t valueOffset) const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = varsByValueOffset.find(valueOffset);
return it == varsByValueOffset.end() ? nullptr : it->second;
}
void CVarMap::Erase(const std::string& name) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = vars.find(name);
if (it == vars.end())
return;

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@ -6,42 +6,42 @@ namespace EGSDK::Engine {
std::recursive_mutex VarBase::mutex{};
VarBase::VarBase(const std::string& name) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varNames[this] = name;
varTypes[this] = VarType::NONE;
}
VarBase::VarBase(const std::string& name, VarType type) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varNames[this] = name;
varTypes[this] = type;
}
VarBase::~VarBase() {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varNames.erase(this);
varTypes.erase(this);
}
const char* VarBase::GetName() const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = varNames.find(this);
if (it != varNames.end())
return it->second.c_str();
return nullptr;
}
void VarBase::SetName(const std::string& newName) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varNames[this] = newName;
}
VarType VarBase::GetType() const {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
auto it = varTypes.find(this);
if (it != varTypes.end())
return it->second;
return VarType::NONE;
}
void VarBase::SetType(VarType newType) {
std::lock_guard<decltype(mutex)> lock(mutex);
std::lock_guard lock(mutex);
varTypes[this] = newType;
}
}

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@ -12,135 +12,70 @@ namespace EGSDK::GamePH {
static constexpr int FLOAT_SIZE_OFFSET = 3;
static constexpr int BOOL_SIZE_OFFSET = 2;
std::unordered_map<PlayerVariable*, std::string> PlayerVariable::playerVarNames{};
std::unordered_map<PlayerVariable*, PlayerVarType> PlayerVariable::playerVarTypes{};
std::mutex PlayerVariable::mutex{};
PlayerVar::PlayerVar(const std::string& name) : VarBase(name) {}
PlayerVar::PlayerVar(const std::string& name, Engine::VarType type) : Engine::VarBase(name, type) {}
Engine::VarValueType PlayerVar::GetValue() {
std::lock_guard lock(mutex);
switch (GetType()) {
case Engine::VarType::String:
return reinterpret_cast<const char*>(reinterpret_cast<uint64_t>(this->strValue.data) & 0x1FFFFFFFFFFFFFFF);
case Engine::VarType::Float:
return this->floatValue;
case Engine::VarType::Bool:
return this->boolValue;
default:
return {};
}
}
Engine::VarValueType PlayerVar::GetDefaultValue() {
std::lock_guard lock(mutex);
switch (GetType()) {
case Engine::VarType::String:
return reinterpret_cast<const char*>(reinterpret_cast<uint64_t>(this->defaultStrValue.data) & 0x1FFFFFFFFFFFFFFF);
case Engine::VarType::Float:
return this->defaultFloatValue;
case Engine::VarType::Bool:
return this->defaultBoolValue;
default:
return {};
}
}
void PlayerVar::SetValue(const Engine::VarValueType& value) {
std::lock_guard lock(mutex);
std::visit([&](auto&& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, std::string>) {
uint64_t firstByte = (reinterpret_cast<uint64_t>(this->strValue.data) >> 56) & 0xFF;
uint64_t newValueAddr = reinterpret_cast<uint64_t>(val.c_str());
if (firstByte != 0x0)
newValueAddr |= (firstByte << 56);
PlayerVariable::PlayerVariable(const std::string& name) {
std::lock_guard<std::mutex> lock(mutex);
playerVarNames[this] = name;
playerVarTypes[this] = PlayerVarType::NONE;
}
const char* PlayerVariable::GetName() {
std::lock_guard<std::mutex> lock(mutex);
auto it = playerVarNames.find(this);
if (it != playerVarNames.end())
return it->second.c_str();
return nullptr;
}
void PlayerVariable::SetName(const std::string& newName) {
std::lock_guard<std::mutex> lock(mutex);
playerVarNames[this] = newName;
}
PlayerVarType PlayerVariable::GetType() {
std::lock_guard<std::mutex> lock(mutex);
auto it = playerVarTypes.find(this);
if (it != playerVarTypes.end())
return it->second;
return PlayerVarType::NONE;
}
void PlayerVariable::SetType(PlayerVarType newType) {
std::lock_guard<std::mutex> lock(mutex);
playerVarTypes[this] = newType;
this->strValue = val.c_str();
this->defaultStrValue = val.c_str();
} else if constexpr (std::is_same_v<T, float>) {
this->floatValue = val;
this->defaultFloatValue = val;
} else if constexpr (std::is_same_v<T, bool>) {
this->boolValue = val;
this->defaultBoolValue = val;
}
}, value);
}
StringPlayerVariable::StringPlayerVariable(const std::string& name) : PlayerVariable(name) {
SetType(PlayerVarType::String);
StringPlayerVariable::StringPlayerVariable(const std::string& name) : PlayerVar(name) {
SetType(Engine::VarType::String);
}
const char* StringPlayerVariable::GetValue() {
return reinterpret_cast<const char*>(reinterpret_cast<uint64_t>(this->value.data) & 0x1FFFFFFFFFFFFFFF);
FloatPlayerVariable::FloatPlayerVariable(const std::string& name) : PlayerVar(name) {
SetType(Engine::VarType::Float);
}
const char* StringPlayerVariable::GetDefaultValue() {
return reinterpret_cast<const char*>(reinterpret_cast<uint64_t>(this->defaultValue.data) & 0x1FFFFFFFFFFFFFFF);
}
void StringPlayerVariable::SetValues(const std::string& value) {
uint64_t firstuint8_t = (reinterpret_cast<uint64_t>(this->value.data) >> 56) & 0xFF;
uint64_t newValueAddr = reinterpret_cast<uint64_t>(value.c_str());
if (firstuint8_t != 0x0)
newValueAddr |= (firstuint8_t << 56);
this->value = reinterpret_cast<const char*>(newValueAddr);
this->defaultValue = reinterpret_cast<const char*>(newValueAddr);
}
FloatPlayerVariable::FloatPlayerVariable(const std::string& name) : PlayerVariable(name) {
SetType(PlayerVarType::Float);
}
float FloatPlayerVariable::GetValue() {
return this->value.data;
}
float FloatPlayerVariable::GetDefaultValue() {
return this->defaultValue.data;
}
void FloatPlayerVariable::SetValues(float value) {
this->value = value;
this->defaultValue = value;
}
BoolPlayerVariable::BoolPlayerVariable(const std::string& name) : PlayerVariable(name) {
SetType(PlayerVarType::Bool);
}
bool BoolPlayerVariable::GetValue() {
return this->value.data;
}
bool BoolPlayerVariable::GetDefaultValue() {
return this->defaultValue.data;
}
void BoolPlayerVariable::SetValues(bool value) {
this->value = value;
this->defaultValue = value;
BoolPlayerVariable::BoolPlayerVariable(const std::string& name) : PlayerVar(name) {
SetType(Engine::VarType::Bool);
}
std::unique_ptr<PlayerVariable>& PlayerVarMap::try_emplace(std::unique_ptr<PlayerVariable> playerVar) {
std::lock_guard<std::mutex> lock(mutex);
const std::string& name = playerVar->GetName();
auto [it, inserted] = playerVars.try_emplace(name, std::move(playerVar));
if (inserted)
playerVarsOrder.emplace_back(name);
return it->second;
}
bool PlayerVarMap::empty() {
std::lock_guard<std::mutex> lock(mutex);
return playerVars.empty();
}
bool PlayerVarMap::none_of(const std::string& name) {
std::lock_guard<std::mutex> lock(mutex);
return playerVars.find(name) == playerVars.end();
}
void PlayerVarMap::reserve(size_t count) {
std::lock_guard<std::mutex> lock(mutex);
playerVars.reserve(count);
}
size_t PlayerVarMap::size() {
std::lock_guard<std::mutex> lock(mutex);
return playerVars.size();
}
std::unique_ptr<PlayerVariable>* PlayerVarMap::FindPtr(const std::string& name) {
std::lock_guard<std::mutex> lock(mutex);
auto it = playerVars.find(name);
return it == playerVars.end() ? nullptr : &it->second;
}
PlayerVariable* PlayerVarMap::Find(const std::string& name) {
std::lock_guard<std::mutex> lock(mutex);
auto it = playerVars.find(name);
return it == playerVars.end() ? nullptr : it->second.get();
}
bool PlayerVarMap::Erase(const std::string& name) {
std::lock_guard<std::mutex> lock(mutex);
return playerVars.erase(name) > 0;
}
PlayerVarMap PlayerVariables::playerVars{};
PlayerVarMap PlayerVariables::customPlayerVars{};
PlayerVarMap PlayerVariables::defaultPlayerVars{};
PlayerVarMap PlayerVariables::customDefaultPlayerVars{};
PlayerVarMap PlayerVariables::customDefaultVars{};
std::atomic<bool> PlayerVariables::gotPlayerVars = false;
std::mutex PlayerVariables::mutex{};
static bool sortedPlayerVars = false;
std::unordered_map<std::string, std::any> PlayerVariables::prevPlayerVarValueMap{};
std::unordered_map<std::string, bool> PlayerVariables::prevBoolValueMap{};
std::unordered_map<std::string, uint64_t> PlayerVariables::playerVarOwnerMap{};
#pragma region Player Variables Processing
template <typename T>
static void updateDefaultVar(PlayerVarMap& defaultVars, const std::string& name, T value, T defaultValue) {
@ -151,15 +86,13 @@ namespace EGSDK::GamePH {
if constexpr (std::is_same_v<T, std::string>) {
auto stringPlayerVar = std::make_unique<StringPlayerVariable>(name);
defaultVars.try_emplace(std::move(stringPlayerVar));
}
else if constexpr (std::is_same_v<T, float>) {
} else if constexpr (std::is_same_v<T, float>) {
auto floatPlayerVar = std::make_unique<FloatPlayerVariable>(name);
floatPlayerVar->SetValues(value);
floatPlayerVar->SetValue(value);
defaultVars.try_emplace(std::move(floatPlayerVar));
}
else if constexpr (std::is_same_v<T, bool>) {
} else if constexpr (std::is_same_v<T, bool>) {
auto boolPlayerVar = std::make_unique<BoolPlayerVariable>(name);
boolPlayerVar->SetValues(value);
boolPlayerVar->SetValue(value);
defaultVars.try_emplace(std::move(boolPlayerVar));
}
} else {
@ -168,14 +101,14 @@ namespace EGSDK::GamePH {
return;
} else if constexpr (std::is_same_v<T, float>) {
auto floatPlayerVar = reinterpret_cast<FloatPlayerVariable*>(playerVar);
floatPlayerVar->SetValues(value);
floatPlayerVar->SetValue(value);
} else if constexpr (std::is_same_v<T, bool>) {
auto boolPlayerVar = reinterpret_cast<BoolPlayerVariable*>(playerVar);
boolPlayerVar->SetValues(value);
boolPlayerVar->SetValue(value);
}
}
}
static void processPlayerVar(uint64_t*(*playerVarsGetter)(), std::unique_ptr<PlayerVariable>& playerVarPtr) {
static void processPlayerVar(uint64_t*(*playerVarsGetter)(), std::unique_ptr<PlayerVar>& playerVarPtr) {
static int offset = 0;
int offsetDif = 0;
while (true) {
@ -190,10 +123,10 @@ namespace EGSDK::GamePH {
}
std::string varName = playerVarPtr->GetName();
PlayerVarType varType = playerVarPtr->GetType();
Engine::VarType varType = playerVarPtr->GetType();
switch (playerVarPtr->GetType()) {
case PlayerVarType::String:
case Engine::VarType::String:
{
if (vTableName != "StringPlayerVariable")
return;
@ -207,7 +140,7 @@ namespace EGSDK::GamePH {
offset += STRING_SIZE_OFFSET;
return;
}
case PlayerVarType::Float:
case Engine::VarType::Float:
{
if (vTableName != "FloatPlayerVariable")
return;
@ -216,12 +149,12 @@ namespace EGSDK::GamePH {
playerVarPtr.reset(floatPlayerVar);
playerVarPtr->SetName(varName);
playerVarPtr->SetType(varType);
updateDefaultVar(PlayerVariables::customDefaultPlayerVars, varName, floatPlayerVar->value.data, floatPlayerVar->defaultValue.data);
updateDefaultVar(PlayerVariables::customDefaultVars, varName, floatPlayerVar->floatValue.data, floatPlayerVar->defaultFloatValue.data);
offset += FLOAT_SIZE_OFFSET;
return;
}
case PlayerVarType::Bool:
case Engine::VarType::Bool:
{
if (vTableName != "BoolPlayerVariable")
return;
@ -230,7 +163,7 @@ namespace EGSDK::GamePH {
playerVarPtr.reset(boolPlayerVar);
playerVarPtr->SetName(varName);
playerVarPtr->SetType(varType);
updateDefaultVar(PlayerVariables::customDefaultPlayerVars, varName, boolPlayerVar->value.data, boolPlayerVar->defaultValue.data);
updateDefaultVar(PlayerVariables::customDefaultVars, varName, boolPlayerVar->boolValue.data, boolPlayerVar->defaultBoolValue.data);
offset += BOOL_SIZE_OFFSET;
return;
@ -241,7 +174,7 @@ namespace EGSDK::GamePH {
}
}
}
static void processPlayerVarSafe(std::unique_ptr<PlayerVariable>& playerVarPtr, uint64_t*(*playerVarsGetter)()) {
static void processPlayerVarSafe(std::unique_ptr<PlayerVar>& playerVarPtr, uint64_t*(*playerVarsGetter)()) {
__try {
processPlayerVar(playerVarsGetter, playerVarPtr);
} __except (EXCEPTION_EXECUTE_HANDLER) {
@ -257,26 +190,24 @@ namespace EGSDK::GamePH {
if (!Get())
return;
customPlayerVars.reserve(playerVars.size());
defaultPlayerVars.reserve(playerVars.size());
customDefaultPlayerVars.reserve(playerVars.size());
prevPlayerVarValueMap.reserve(playerVars.size());
prevBoolValueMap.reserve(playerVars.size());
customVars.reserve(vars.size());
defaultVars.reserve(vars.size());
customDefaultVars.reserve(vars.size());
playerVars.ForEach(processPlayerVarSafe, reinterpret_cast<uint64_t*(*)()>(&Get));
vars.ForEach(processPlayerVarSafe, reinterpret_cast<uint64_t*(*)()>(&Get));
gotPlayerVars = true;
}
#pragma endregion
#pragma region Player Variables Sorting
struct VarTypeFieldMeta {
PlayerVarType type;
Engine::VarType type;
std::string_view className;
};
const std::vector<VarTypeFieldMeta> varTypeFields = {
{ PlayerVarType::String, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<StringPlayerVariable>" },
{ PlayerVarType::Float, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<FloatPlayerVariable>" },
{ PlayerVarType::Bool, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<BoolPlayerVariable>" }
{ Engine::VarType::String, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<StringPlayerVariable>" },
{ Engine::VarType::Float, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<FloatPlayerVariable>" },
{ Engine::VarType::Bool, "constds::FieldsCollection<PlayerVariables>::TypedFieldMeta<BoolPlayerVariable>" }
};
static bool isRetInstruction(uint8_t* address) {
@ -318,10 +249,10 @@ namespace EGSDK::GamePH {
return playerVarName;
}
static PlayerVarType getPlayerVarType(uint8_t*& funcAddress, uint64_t startOfFunc) {
PlayerVarType playerVarType = PlayerVarType::NONE;
static Engine::VarType getPlayerVarType(uint8_t*& funcAddress, uint64_t startOfFunc) {
Engine::VarType varType = Engine::VarType::NONE;
while (!playerVarType && !isRetInstruction(funcAddress) && isBelowFuncSizeLimit(funcAddress, startOfFunc, MAX_FUNC_SIZE)) {
while (varType == Engine::VarType::NONE && !isRetInstruction(funcAddress) && isBelowFuncSizeLimit(funcAddress, startOfFunc, MAX_FUNC_SIZE)) {
// call LoadPlayerXVariable
if (!isCallInstruction(funcAddress)) {
funcAddress++;
@ -350,16 +281,16 @@ namespace EGSDK::GamePH {
continue;
}
playerVarType = varTypeIt->type;
varType = varTypeIt->type;
break;
}
// if it's still NONE after seeing the function doesnt reference any of the variables, break so the loop stops
if (playerVarType == PlayerVarType::NONE)
if (varType == Engine::VarType::NONE)
break;
}
return playerVarType;
return varType;
}
bool PlayerVariables::SortPlayerVars() {
@ -385,20 +316,20 @@ namespace EGSDK::GamePH {
if (!playerVarName)
continue;
PlayerVarType playerVarType = getPlayerVarType(funcAddress, startOfFunc);
Engine::VarType playerVarType = getPlayerVarType(funcAddress, startOfFunc);
switch (playerVarType) {
case PlayerVarType::String:
playerVars.try_emplace(std::make_unique<StringPlayerVariable>(playerVarName));
break;
case PlayerVarType::Float:
playerVars.try_emplace(std::make_unique<FloatPlayerVariable>(playerVarName));
break;
case PlayerVarType::Bool:
playerVars.try_emplace(std::make_unique<BoolPlayerVariable>(playerVarName));
break;
default:
//playerVars.try_emplace(std::make_unique<PlayerVariable>(playerVarName));
break;
case Engine::VarType::String:
vars.try_emplace(std::make_unique<StringPlayerVariable>(playerVarName));
break;
case Engine::VarType::Float:
vars.try_emplace(std::make_unique<FloatPlayerVariable>(playerVarName));
break;
case Engine::VarType::Bool:
vars.try_emplace(std::make_unique<BoolPlayerVariable>(playerVarName));
break;
default:
//vars.try_emplace(std::make_unique<PlayerVar>(playerVarName));
break;
}
}
@ -407,177 +338,6 @@ namespace EGSDK::GamePH {
}
#pragma endregion
template <typename T>
static T getDefaultValue() {
static_assert(std::is_same_v<T, std::string> || std::is_same_v<T, float> || std::is_same_v<T, bool>, "Invalid type: value must be string, float or bool");
if constexpr (std::is_same_v<T, std::string>)
return {};
else if constexpr (std::is_same_v<T, float>)
return -404.0f;
else if constexpr (std::is_same_v<T, bool>)
return false;
}
template <typename T>
T PlayerVariables::GetPlayerVarValue(const std::string& name) {
static_assert(std::is_same_v<T, std::string> || std::is_same_v<T, float> || std::is_same_v<T, bool>, "Invalid type: value must be string, float or bool");
if (!gotPlayerVars)
return getDefaultValue<T>();
auto playerVar = playerVars.Find(name);
if (!playerVar)
return getDefaultValue<T>();
if constexpr (std::is_same_v<T, std::string>)
return reinterpret_cast<StringPlayerVariable*>(playerVar)->value.data;
else if constexpr (std::is_same_v<T, float>)
return reinterpret_cast<FloatPlayerVariable*>(playerVar)->value.data;
else if constexpr (std::is_same_v<T, bool>)
return reinterpret_cast<BoolPlayerVariable*>(playerVar)->value.data;
}
template <typename T>
void PlayerVariables::ChangePlayerVar(const std::string& name, const T value, PlayerVariable* playerVar) {
static_assert(std::is_same_v<T, std::string> || std::is_same_v<T, float> || std::is_same_v<T, bool>, "Invalid type: value must be string, float or bool");
if (!gotPlayerVars)
return;
if (!playerVar)
playerVar = playerVars.Find(name);
if (!playerVar)
return;
if constexpr (std::is_same_v<T, std::string>) {
switch (playerVar->GetType()) {
case PlayerVarType::String:
break; // TO IMPLEMENT
case PlayerVarType::Float:
ChangePlayerVar<float>(name, std::stof(Utils::Values::to_string(value)), playerVar);
break;
case PlayerVarType::Bool:
ChangePlayerVar<bool>(name, std::stof(Utils::Values::to_string(value)), playerVar);
break;
default:
break;
}
} else if constexpr (std::is_same_v<T, float>) {
if (playerVar->GetType() == PlayerVarType::Float)
reinterpret_cast<FloatPlayerVariable*>(playerVar)->SetValues(value);
} else if constexpr (std::is_same_v<T, bool>) {
if (playerVar->GetType() == PlayerVarType::Bool)
reinterpret_cast<BoolPlayerVariable*>(playerVar)->SetValues(value);
}
}
template <typename T>
void PlayerVariables::ChangePlayerVarFromList(const std::string& name, const T value, PlayerVariable* playerVar) {
static_assert(std::is_same_v<T, std::string> || std::is_same_v<T, float> || std::is_same_v<T, bool>, "Invalid type: value must be string, float or bool");
if (!gotPlayerVars)
return;
if (!playerVar)
playerVar = playerVars.Find(name);
if (!playerVar)
return;
auto customPlayerVar = customPlayerVars.Find(name);
auto defPlayerVar = defaultPlayerVars.Find(name);
if constexpr (std::is_same_v<T, std::string>) {
switch (playerVar->GetType()) {
case PlayerVarType::String:
break; // TO IMPLEMENT
case PlayerVarType::Float:
ChangePlayerVarFromList<float>(name, std::stof(Utils::Values::to_string(value)), playerVar);
break;
case PlayerVarType::Bool:
ChangePlayerVarFromList<bool>(name, std::stof(Utils::Values::to_string(value)), playerVar);
break;
default:
break;
}
} else if constexpr (std::is_same_v<T, float>) {
if (playerVar->GetType() != PlayerVarType::Float)
return;
if (!customPlayerVar)
customPlayerVar = customPlayerVars.try_emplace(std::make_unique<FloatPlayerVariable>(name)).get();
if (!defPlayerVar) {
defPlayerVar = defaultPlayerVars.try_emplace(std::make_unique<FloatPlayerVariable>(name)).get();
reinterpret_cast<FloatPlayerVariable*>(defPlayerVar)->SetValues(reinterpret_cast<FloatPlayerVariable*>(playerVar)->value);
}
reinterpret_cast<FloatPlayerVariable*>(playerVar)->SetValues(value);
reinterpret_cast<FloatPlayerVariable*>(customPlayerVar)->SetValues(value);
} else if constexpr (std::is_same_v<T, bool>) {
if (playerVar->GetType() != PlayerVarType::Bool)
return;
if (!customPlayerVar)
customPlayerVar = customPlayerVars.try_emplace(std::make_unique<BoolPlayerVariable>(name)).get();
if (!defPlayerVar) {
defPlayerVar = defaultPlayerVars.try_emplace(std::make_unique<BoolPlayerVariable>(name)).get();
reinterpret_cast<BoolPlayerVariable*>(defPlayerVar)->SetValues(reinterpret_cast<BoolPlayerVariable*>(playerVar)->value);
}
reinterpret_cast<BoolPlayerVariable*>(playerVar)->SetValues(value);
reinterpret_cast<BoolPlayerVariable*>(customPlayerVar)->SetValues(value);
}
}
template <typename T>
void PlayerVariables::ManagePlayerVarByBool(const std::string& name, const T valueIfTrue, const T valueIfFalse, bool boolVal, bool usePreviousVal) {
if (!gotPlayerVars)
return;
uint64_t caller = reinterpret_cast<uint64_t>(_ReturnAddress());
std::lock_guard<std::mutex> lock(mutex);
auto ownerIt = playerVarOwnerMap.find(name);
if (ownerIt != playerVarOwnerMap.end() && ownerIt->second != caller)
return;
if (!boolVal && prevBoolValueMap.find(name) == prevBoolValueMap.end())
return;
bool& prevBoolValue = prevBoolValueMap[name];
auto& prevValueAny = prevPlayerVarValueMap[name];
if (boolVal) {
if (!prevBoolValue)
prevPlayerVarValueMap[name] = GetPlayerVarValue<T>(name);
ChangePlayerVar(name, valueIfTrue);
prevBoolValue = true;
playerVarOwnerMap[name] = caller;
} else if (prevBoolValue) {
ChangePlayerVar(name, usePreviousVal ? std::any_cast<T>(prevValueAny) : valueIfFalse);
prevPlayerVarValueMap.erase(name);
prevBoolValueMap.erase(name);
playerVarOwnerMap.erase(name);
}
}
bool PlayerVariables::IsPlayerVarManagedByBool(const std::string& name) {
if (!gotPlayerVars)
return false;
std::lock_guard<std::mutex> lock(mutex);
return prevBoolValueMap.find(name) != prevBoolValueMap.end() && prevBoolValueMap[name];
}
template EGameSDK_API std::string PlayerVariables::GetPlayerVarValue<std::string>(const std::string& name);
template EGameSDK_API float PlayerVariables::GetPlayerVarValue<float>(const std::string& name);
template EGameSDK_API bool PlayerVariables::GetPlayerVarValue<bool>(const std::string& name);
template EGameSDK_API void PlayerVariables::ChangePlayerVar<std::string>(const std::string& name, const std::string value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ChangePlayerVar<float>(const std::string& name, const float value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ChangePlayerVar<bool>(const std::string& name, const bool value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ChangePlayerVarFromList<std::string>(const std::string& name, const std::string value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ChangePlayerVarFromList<float>(const std::string& name, const float value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ChangePlayerVarFromList<bool>(const std::string& name, const bool value, PlayerVariable* playerVar);
template EGameSDK_API void PlayerVariables::ManagePlayerVarByBool<std::string>(const std::string& name, const std::string valueIfTrue, const std::string valueIfFalse, bool boolVal, bool usePreviousVal);
template EGameSDK_API void PlayerVariables::ManagePlayerVarByBool<float>(const std::string& name, const float valueIfTrue, const float valueIfFalse, bool boolVal, bool usePreviousVal);
template EGameSDK_API void PlayerVariables::ManagePlayerVarByBool<bool>(const std::string& name, const bool valueIfTrue, const bool valueIfFalse, bool boolVal, bool usePreviousVal);
static PlayerVariables* GetOffset_PlayerVariables() {
PlayerState* playerState = PlayerState::Get();
return playerState ? playerState->playerVariables : nullptr;

View File

@ -235,7 +235,7 @@ namespace EGT::Menu {
if (!EGSDK::GamePH::PlayerVariables::gotPlayerVars)
return;
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("CameraDefaultFOVReduction", 0.0f, baseSafezoneFOVReduction, disableSafezoneFOVReduction.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("CameraDefaultFOVReduction", 0.0f, baseSafezoneFOVReduction, disableSafezoneFOVReduction.GetValue(), true);
static float prevLensDistortion = lensDistortion;
static bool lensDistortionJustEnabled = false;
@ -251,8 +251,8 @@ namespace EGT::Menu {
lensDistortionJustEnabled = false;
}
EGSDK::GamePH::PlayerVariables::ChangePlayerVar("FOVCorrection", goProMode.GetValue() ? (altLensDistortion / 100.0f) : (lensDistortion / 100.0f));
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("SprintHeadCorrectionFactor", 0.0f, baseSprintHeadCorrectionFactor, goProMode.GetValue() ? goProMode.GetValue() : disableHeadCorrection.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ChangeVar("FOVCorrection", goProMode.GetValue() ? (altLensDistortion / 100.0f) : (lensDistortion / 100.0f));
EGSDK::GamePH::PlayerVariables::ManageVarByBool("SprintHeadCorrectionFactor", 0.0f, baseSprintHeadCorrectionFactor, goProMode.GetValue() ? goProMode.GetValue() : disableHeadCorrection.GetValue(), true);
}
static void UpdateDisabledOptions() {
auto iLevel = EGSDK::GamePH::LevelDI::Get();

View File

@ -36,9 +36,6 @@ namespace EGT::Menu {
return lowerKey.find(lowerFilter) != std::string::npos;
}
static void RestoreVariableToDefault(const std::unique_ptr<EGSDK::Engine::CVar>& cVarPtr) {
if (EGSDK::Engine::CVars::IsVarManagedByBool(cVarPtr->GetName()))
return;
auto cVar = cVarPtr.get();
ImGui_impl::DeferredActions::Add([cVar]() {
@ -128,7 +125,7 @@ namespace EGT::Menu {
if (ImGui::CollapsingHeader("Renderer CVars list", ImGuiTreeNodeFlags_None)) {
ImGui::Indent();
ImGui::BeginDisabled(EGSDK::Engine::CVars::AreAnyCustomVarsPresent() || !EGSDK::Engine::CVars::AreAllCustomVarsManagedByBool());
ImGui::BeginDisabled(!EGSDK::Engine::CVars::AreAnyCustomVarsPresent() || EGSDK::Engine::CVars::AreAllCustomVarsManagedByBool());
if (ImGui::Button("Restore variables to default"))
RestoreVariablesToDefault();
ImGui::EndDisabled();

View File

@ -49,7 +49,7 @@ namespace EGT::Menu {
static bool debugEnabled = false;
static bool restoreVarsToSavedVarsEnabled = false;
static char playerVarsSearchFilter[64];
static char varsSearchFilter[64];
#pragma region Player Variables
static std::string getParamName(const std::string& str) {
@ -90,37 +90,48 @@ namespace EGT::Menu {
if (!playerVariables.GetValue())
return;
EGSDK::GamePH::PlayerVariables::customPlayerVars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVariable>& customPlayerVarPtr) {
if (EGSDK::GamePH::PlayerVariables::IsPlayerVarManagedByBool(customPlayerVarPtr->GetName()))
EGSDK::GamePH::PlayerVariables::customVars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVar>& customPlayerVarPtr) {
auto customPlayerVar = customPlayerVarPtr.get();
if (EGSDK::GamePH::PlayerVariables::IsVarManagedByBool(customPlayerVar->GetName()))
return;
switch (customPlayerVarPtr->GetType()) {
case EGSDK::GamePH::PlayerVarType::String:
switch (customPlayerVar->GetType()) {
case EGSDK::Engine::VarType::String:
break; // TO IMPLEMENT
case EGSDK::GamePH::PlayerVarType::Float:
EGSDK::GamePH::PlayerVariables::ChangePlayerVar(customPlayerVarPtr->GetName(), reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(customPlayerVarPtr.get())->value.data);
case EGSDK::Engine::VarType::Float:
{
auto customVarValue = EGSDK::GamePH::PlayerVariables::GetVarValue<float>(customPlayerVar);
if (!customVarValue)
return;
EGSDK::GamePH::PlayerVariables::ChangeVar(customPlayerVar->GetName(), *customVarValue);
break;
case EGSDK::GamePH::PlayerVarType::Bool:
EGSDK::GamePH::PlayerVariables::ChangePlayerVar(customPlayerVarPtr->GetName(), reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(customPlayerVarPtr.get())->value.data);
}
case EGSDK::Engine::VarType::Bool:
{
auto customVarValue = EGSDK::GamePH::PlayerVariables::GetVarValue<bool>(customPlayerVar);
if (!customVarValue)
return;
EGSDK::GamePH::PlayerVariables::ChangeVar(customPlayerVar->GetName(), *customVarValue);
break;
}
default:
break;
}
});
}
static void PlayerVarsUpdate() {
static void varsUpdate() {
if (!EGSDK::GamePH::PlayerVariables::gotPlayerVars)
return;
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("NightRunnerItemForced", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("NightRunnerFurySmashEnabled", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("NightRunnerFuryGroundPoundEnabled", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("AntizinDrainBlocked", true, false, unlimitedImmunity.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("InfiniteStamina", true, false, unlimitedStamina.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("UvFlashlightEnergyDrainFactor", 0.0f, 1.0f, unlimitedItems.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("DamageMulAll", 99999.0f, 0.0f, oneHitKill.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("InVisibleToEnemies", true, false, invisibleToEnemies.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("LeftHandDisabled", true, false, oneHandedMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("NightRunnerItemForced", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("NightRunnerFurySmashEnabled", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("NightRunnerFuryGroundPoundEnabled", true, false, nightrunnerMode.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("AntizinDrainBlocked", true, false, unlimitedImmunity.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("InfiniteStamina", true, false, unlimitedStamina.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("UvFlashlightEnergyDrainFactor", 0.0f, 1.0f, unlimitedItems.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("DamageMulAll", 99999.0f, 0.0f, oneHitKill.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("InVisibleToEnemies", true, false, invisibleToEnemies.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("LeftHandDisabled", true, false, oneHandedMode.GetValue());
}
static void SaveVariablesToSCR() {
@ -129,9 +140,9 @@ namespace EGT::Menu {
return;
}
std::string tempPlayerVarsSCR = g_PlayerVariablesSCRFile;
std::string tempvarsSCR = g_PlayerVariablesSCRFile;
std::istringstream iss(tempPlayerVarsSCR);
std::istringstream iss(tempvarsSCR);
std::string line{};
while (std::getline(iss, line)) {
const std::string origLine = line;
@ -139,23 +150,33 @@ namespace EGT::Menu {
if (name.empty())
continue;
auto playerVar = EGSDK::GamePH::PlayerVariables::playerVars.Find(name);
auto playerVar = EGSDK::GamePH::PlayerVariables::GetVar(name);
if (!playerVar)
continue;
switch (playerVar->GetType()) {
case EGSDK::GamePH::PlayerVarType::String:
case EGSDK::Engine::VarType::String:
break; // TO IMPLEMENT
case EGSDK::GamePH::PlayerVarType::Float:
replaceParamValue(line, std::to_string(reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(playerVar)->value));
case EGSDK::Engine::VarType::Float:
{
auto varValue = EGSDK::GamePH::PlayerVariables::GetVarValue<float>(playerVar);
if (!varValue)
return;
replaceParamValue(line, std::to_string(*varValue));
break;
case EGSDK::GamePH::PlayerVarType::Bool:
replaceParamValue(line, reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(playerVar) ? "true" : "false");
}
case EGSDK::Engine::VarType::Bool:
{
auto varValue = EGSDK::GamePH::PlayerVariables::GetVarValue<float>(playerVar);
if (!varValue)
return;
replaceParamValue(line, *varValue ? "true" : "false");
break;
}
default:
break;
}
EGSDK::Utils::Values::str_replace(tempPlayerVarsSCR, origLine, line);
EGSDK::Utils::Values::str_replace(tempvarsSCR, origLine, line);
}
std::ofstream outFile(saveSCRPath + "\\player_variables.scr", std::ios::binary);
@ -163,7 +184,7 @@ namespace EGT::Menu {
ImGui::OpenPopup("Failed saving player variables.");
return;
}
outFile << tempPlayerVarsSCR;
outFile << tempvarsSCR;
outFile.close();
ImGui::OpenPopup("Saved player variables!");
}
@ -188,61 +209,61 @@ namespace EGT::Menu {
if (value.empty())
continue;
EGSDK::GamePH::PlayerVariables::ChangePlayerVar(name, value);
EGSDK::GamePH::PlayerVariables::ChangeVar(name, value);
}
file.close();
ImGui::OpenPopup("Loaded player variables!");
}
static void RestoreVariableToDefault(const std::string& name) {
ImGui_impl::DeferredActions::Add([name]() {
auto& defVars = restoreVarsToSavedVarsEnabled ? EGSDK::GamePH::PlayerVariables::customDefaultPlayerVars : EGSDK::GamePH::PlayerVariables::defaultPlayerVars;
auto defPlayerVar = defVars.Find(name);
if (!defPlayerVar)
return;
static void RestoreVariableToDefault(const std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
auto playerVar = playerVarPtr.get();
switch (defPlayerVar->GetType()) {
case EGSDK::GamePH::PlayerVarType::String:
ImGui_impl::DeferredActions::Add([playerVar]() {
auto& defVars = restoreVarsToSavedVarsEnabled ? EGSDK::GamePH::PlayerVariables::customDefaultVars : EGSDK::GamePH::PlayerVariables::defaultVars;
switch (playerVar->GetType()) {
case EGSDK::Engine::VarType::String:
break; // TO IMPLEMENT
case EGSDK::GamePH::PlayerVarType::Float:
EGSDK::GamePH::PlayerVariables::ChangePlayerVar(name, reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(defPlayerVar)->value.data);
case EGSDK::Engine::VarType::Float:
EGSDK::GamePH::PlayerVariables::RestoreVariableToDefaultFromMap<float>(playerVar, defVars, !restoreVarsToSavedVarsEnabled);
break;
case EGSDK::GamePH::PlayerVarType::Bool:
EGSDK::GamePH::PlayerVariables::ChangePlayerVar(name, reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(defPlayerVar)->value.data);
case EGSDK::Engine::VarType::Bool:
EGSDK::GamePH::PlayerVariables::RestoreVariableToDefaultFromMap<bool>(playerVar, defVars, !restoreVarsToSavedVarsEnabled);
break;
default:
break;
}
if (!restoreVarsToSavedVarsEnabled) {
defVars.Erase(name);
EGSDK::GamePH::PlayerVariables::customPlayerVars.Erase(name);
}
});
}
static void RestoreVariablesToDefault() {
(restoreVarsToSavedVarsEnabled ? EGSDK::GamePH::PlayerVariables::playerVars : EGSDK::GamePH::PlayerVariables::customPlayerVars).ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr) {
RestoreVariableToDefault(playerVarPtr->GetName());
(restoreVarsToSavedVarsEnabled ? EGSDK::GamePH::PlayerVariables::vars : EGSDK::GamePH::PlayerVariables::customVars).ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
RestoreVariableToDefault(playerVarPtr);
});
ImGui::OpenPopup("Restored player variables!");
}
static void SaveVariablesAsDefault() {
EGSDK::GamePH::PlayerVariables::playerVars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr) {
EGSDK::GamePH::PlayerVariables::vars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
auto playerVar = playerVarPtr.get();
auto defCustomPlayerVar = EGSDK::GamePH::PlayerVariables::customDefaultPlayerVars.Find(playerVar->GetName());
if (!defCustomPlayerVar)
return;
switch (playerVar->GetType()) {
case EGSDK::GamePH::PlayerVarType::String:
case EGSDK::Engine::VarType::String:
break; // TO IMPLEMENT
case EGSDK::GamePH::PlayerVarType::Float:
reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(defCustomPlayerVar)->value = reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(playerVar)->value;
case EGSDK::Engine::VarType::Float:
{
auto varValue = EGSDK::GamePH::PlayerVariables::GetVarValue<float>(playerVar);
if (!varValue)
return;
EGSDK::GamePH::PlayerVariables::ChangeVarFromMap(playerVar->GetName(), *varValue, EGSDK::GamePH::PlayerVariables::customDefaultVars);
break;
case EGSDK::GamePH::PlayerVarType::Bool:
reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(defCustomPlayerVar)->value = reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(playerVar)->value;
}
case EGSDK::Engine::VarType::Bool:
{
auto varValue = EGSDK::GamePH::PlayerVariables::GetVarValue<bool>(playerVar);
if (!varValue)
return;
EGSDK::GamePH::PlayerVariables::ChangeVarFromMap(playerVar->GetName(), *varValue, EGSDK::GamePH::PlayerVariables::customDefaultVars);
break;
}
default:
break;
}
@ -250,8 +271,8 @@ namespace EGT::Menu {
ImGui::OpenPopup("Saved current player variables!");
}
static bool ShouldDisplayVariable(const std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr, const std::string& searchFilter) {
if (playerVarPtr->GetType() == EGSDK::GamePH::PlayerVarType::String || playerVarPtr->GetType() == EGSDK::GamePH::PlayerVarType::NONE) // TO IMPLEMENT
static bool ShouldDisplayVariable(const std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr, const std::string& searchFilter) {
if (playerVarPtr->GetType() == EGSDK::Engine::VarType::String || playerVarPtr->GetType() == EGSDK::Engine::VarType::NONE) // TO IMPLEMENT
return false;
if (searchFilter.empty())
return true;
@ -261,7 +282,7 @@ namespace EGT::Menu {
std::string lowerKey = EGSDK::Utils::Values::to_lower(playerVarPtr->GetName());
return lowerKey.find(lowerFilter) != std::string::npos;
}
static void RenderDebugInfo(const std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr) {
static void RenderDebugInfo(const std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
const float maxInputTextWidth = ImGui::CalcTextSize("0x0000000000000000").x;
std::string labelID = "##DebugAddrInputText" + std::string(playerVarPtr->GetName());
DWORD64 finalVarValueAddr = reinterpret_cast<DWORD64>(playerVarPtr.get()) + 0x8; // 0x8 is PlayerVariable->value
@ -280,25 +301,31 @@ namespace EGT::Menu {
ImGui::InputText(labelID.c_str(), const_cast<char*>(addrString.c_str()), strlen(addrString.c_str()), ImGuiInputTextFlags_ReadOnly);
ImGui::PopStyleColor();
}
static void RenderPlayerVariable(const std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr) {
static void RenderPlayerVariable(const std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
auto playerVar = playerVarPtr.get();
ImGui::BeginDisabled(EGSDK::GamePH::PlayerVariables::IsPlayerVarManagedByBool(playerVarPtr->GetName()));
switch (playerVarPtr->GetType()) {
case EGSDK::GamePH::PlayerVarType::String:
ImGui::BeginDisabled(EGSDK::GamePH::PlayerVariables::IsVarManagedByBool(playerVar->GetName()));
switch (playerVar->GetType()) {
case EGSDK::Engine::VarType::String:
break; // TO IMPLEMENT
case EGSDK::GamePH::PlayerVarType::Float:
case EGSDK::Engine::VarType::Float:
{
float newValue = reinterpret_cast<EGSDK::GamePH::FloatPlayerVariable*>(playerVar)->value;
auto value = EGSDK::GamePH::PlayerVariables::GetVarValue<float>(playerVar);
if (!value)
return;
auto newValue = *value;
if (ImGui::InputFloat(playerVar->GetName(), &newValue))
EGSDK::GamePH::PlayerVariables::ChangePlayerVarFromList(playerVar->GetName(), newValue, playerVar);
EGSDK::GamePH::PlayerVariables::ChangeVarFromList(playerVar, newValue);
break;
}
case EGSDK::GamePH::PlayerVarType::Bool:
case EGSDK::Engine::VarType::Bool:
{
bool newValue = reinterpret_cast<EGSDK::GamePH::BoolPlayerVariable*>(playerVar)->value;
auto value = EGSDK::GamePH::PlayerVariables::GetVarValue<bool>(playerVar);
if (!value)
return;
auto newValue = *value;
if (ImGui::Checkbox(playerVar->GetName(), &newValue))
EGSDK::GamePH::PlayerVariables::ChangePlayerVarFromList(playerVar->GetName(), newValue, playerVar);
EGSDK::GamePH::PlayerVariables::ChangeVarFromList(playerVar, newValue);
break;
}
default:
@ -309,9 +336,9 @@ namespace EGT::Menu {
ImGui::SameLine();
std::string restoreBtnName = "Restore##" + std::string(playerVarPtr->GetName());
ImGui::BeginDisabled(EGSDK::GamePH::PlayerVariables::customPlayerVars.none_of(playerVarPtr->GetName()) || EGSDK::GamePH::PlayerVariables::IsPlayerVarManagedByBool(playerVarPtr->GetName()));
ImGui::BeginDisabled(EGSDK::GamePH::PlayerVariables::DoesVarHaveCustomValue(playerVar->GetName()) || EGSDK::GamePH::PlayerVariables::IsVarManagedByBool(playerVar->GetName()));
if (ImGui::Button(restoreBtnName.c_str(), "Restores player variable to default"))
RestoreVariableToDefault(playerVarPtr->GetName());
RestoreVariableToDefault(playerVarPtr);
ImGui::EndDisabled();
if (debugEnabled)
@ -334,7 +361,7 @@ namespace EGT::Menu {
ImGui::Checkbox("Restore variables to saved variables", &restoreVarsToSavedVarsEnabled, "Sets whether or not \"Restore variables to default\" should restore variables to the ones saved by \"Save current variables as default\"");
ImGui::Checkbox("Debug Mode", &debugEnabled, "Shows text boxes alongside player variables, which will show the address in memory of each variable");
ImGui::BeginDisabled(EGSDK::GamePH::PlayerVariables::customPlayerVars.empty());
ImGui::BeginDisabled(!EGSDK::GamePH::PlayerVariables::AreAnyCustomVarsPresent() || EGSDK::GamePH::PlayerVariables::AreAllCustomVarsManagedByBool());
if (ImGui::Button("Restore variables to default"))
RestoreVariablesToDefault();
ImGui::EndDisabled();
@ -343,10 +370,10 @@ namespace EGT::Menu {
SaveVariablesAsDefault();
ImGui::Separator();
ImGui::InputTextWithHint("##PlayerVariablesSearch", "Search variables", playerVarsSearchFilter, 64);
ImGui::InputTextWithHint("##PlayerVariablesSearch", "Search variables", varsSearchFilter, 64);
EGSDK::GamePH::PlayerVariables::playerVars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVariable>& playerVarPtr) {
if (ShouldDisplayVariable(playerVarPtr, playerVarsSearchFilter))
EGSDK::GamePH::PlayerVariables::vars.ForEach([](std::unique_ptr<EGSDK::GamePH::PlayerVar>& playerVarPtr) {
if (ShouldDisplayVariable(playerVarPtr, varsSearchFilter))
RenderPlayerVariable(playerVarPtr);
});
@ -521,7 +548,7 @@ namespace EGT::Menu {
PlayerImmunityUpdate();
PlayerRestrictionsUpdate();
PlayerVarsUpdate();
varsUpdate();
PlayerVarListValuesUpdate();
HandleToggles();
@ -581,7 +608,7 @@ namespace EGT::Menu {
}
ImGui::SeparatorText("Player Variables");
ImGui::Checkbox("Enabled##PlayerVars", &playerVariables, "Shows the list of player variables");
ImGui::Checkbox("Enabled##vars", &playerVariables, "Shows the list of player variables");
HandlePlayerVariablesList();
HandlePlayerVariablesDialogs();
}

View File

@ -25,39 +25,39 @@ namespace EGT::Menu {
if (!EGSDK::GamePH::PlayerVariables::gotPlayerVars)
return;
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("MeleeWpnDurabilityMulReduce", 0.0f, baseWeaponDurabilityMul, unlimitedDurability.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("MeleeWpnDurabilityMulReduce", 0.0f, baseWeaponDurabilityMul, unlimitedDurability.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsPistolInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRevolverInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRifleInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsShotgunInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsSMGInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("InfiniteArrows", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsPistolInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRevolverInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRifleInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsShotgunInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsSMGInfiniteAmmo", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManageVarByBool("InfiniteArrows", true, false, unlimitedAmmo.GetValue());
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BulletAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsMoveAccuracyReduce", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsPistolAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRevolverAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRifleAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsShotgunAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsCrossbowAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsHarpoonAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BowAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BowMaxThrowFactor", 99999.0f, 1.0f, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BowSlowMoAccuracyMul", 0.0f, 0.25f, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BulletAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsMoveAccuracyReduce", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsPistolAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRevolverAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRifleAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsShotgunAccuracyFactor", 0.0f, baseWeaponAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsCrossbowAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsHarpoonAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BowAccuracyFactor", 0.0f, baseBowAccuracyMul, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BowMaxThrowFactor", 99999.0f, 1.0f, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BowSlowMoAccuracyMul", 0.0f, 0.25f, noSpread.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BulletRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsPistolRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRevolverRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRifleRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsShotgunRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BulletRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsPistolRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRevolverRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRifleRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsShotgunRecoilFactor", 0.0f, baseWeaponRecoilMul, noRecoil.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BulletReloadSpeed", 1000.0f, 0.0f, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsPistolReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRevolverReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsRifleReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("FirearmsShotgunReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("BowPutArrowDuration", 0.0f, 0.137f, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BulletReloadSpeed", 1000.0f, 0.0f, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsPistolReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRevolverReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsRifleReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("FirearmsShotgunReloadTimeMul", 1000.0f, baseWeaponReloadMul, instantReload.GetValue(), true);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("BowPutArrowDuration", 0.0f, 0.137f, instantReload.GetValue(), true);
}
static void UpdateWeaponDurability(bool updateSlider) {
auto iLevel = EGSDK::GamePH::LevelDI::Get();

View File

@ -159,7 +159,7 @@ namespace EGT::Menu {
ImGui::SeparatorText("Time##World");
ImGui::BeginDisabled(!iLevel || !iLevel->IsLoaded() || !dayNightCycle || !timeWeatherSystem);
bool timeSlider = ImGui::SliderFloat("Time", &time, 0.01f, 24.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
EGSDK::GamePH::PlayerVariables::ManagePlayerVarByBool("AntizinDrainBlocked", true, false, timeSlider);
EGSDK::GamePH::PlayerVariables::ManageVarByBool("AntizinDrainBlocked", true, false, timeSlider);
if (timeSlider) {
requestedTimeWeatherInterpolation = true;
timeBeforeFreeze = time;