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#include <windows.h> |
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#include <stdlib.h> |
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#include <stdarg.h> |
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#include <stdint.h> |
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//#include <stdint.h> |
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#include "oni_stdio.h" |
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#include "Daodan_Utility.h" |
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void __cdecl DDrStartupMessage(const char* fmt, ...) |
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{ |
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char* buffer; |
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va_list ap; |
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va_start(ap, fmt); |
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char* buffer = malloc(vsnprintf(NULL, 0, fmt, ap) + 1); |
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buffer = malloc(vsnprintf(NULL, 0, fmt, ap) + 1); |
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vsprintf(buffer, fmt, ap); |
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va_end(ap); |
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// return Frequency.QuadPart; |
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} |
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void ONICALL DDrWeapon2Message(int* weapon, void* output_ptr) { |
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void ONICALL DDrWeapon2Message(int* weapon, void* output_ptr) |
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{ |
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char buffer[128] = {0}; |
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char* weapon_string = (char*)(*(weapon + 1)+0x5C); |
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int16_t ammo = *(int16_t *)((int)weapon + 0x56); |
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int16_t maxammo = *(int16_t *)(*(weapon + 1)+0xC0); |
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float ratio = (float)ammo / (float)maxammo; |
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char ammocolor = ' '; |
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if(ratio >= .9) ammocolor = 'g'; |
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else if (ratio >= .5) ammocolor = 'y'; |
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else if (ratio >= .2) ammocolor = 'o'; |
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else ammocolor = 'r'; |
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char ammocolor; |
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if (ratio >= .9) ammocolor = 'g'; |
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else if (ratio >= .5) ammocolor = 'y'; |
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else if (ratio >= .2) ammocolor = 'o'; |
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else ammocolor = 'r'; |
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DDrMake_Weapon_Message( weapon_string, buffer); //gets the name of the weapon and formats it...probably doesn't need to be in seperate func. |
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sprintf(SSrMessage_Find("autoprompt_weapon"), "%s |[%s.%i/%i]|", buffer, &ammocolor, ammo, maxammo); //copies the new string to ONGS |
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sprintf(SSrMessage_Find("autoprompt_weapon"), "%s |[%c.%i/%i]|", buffer, ammocolor, ammo, maxammo); //copies the new string to ONGS |
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ONiGameState_FindAutoPromptMessage("weapon", output_ptr); //does what the code i replaced does. Basically tells the game to show the msg. |
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} |
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void ONICALL DDrMake_Weapon_Message(char* weapon_string, char* output_ptr) { |
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void ONICALL DDrMake_Weapon_Message(char* weapon_string, char* output_ptr) |
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{ |
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char* weapon_msg = NULL; //The normal "You have recieved X" message. |
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char weapon_name[64] = {'\0'}; //The stripped weapon name |
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//TODO, someday: dynamically detect different keybindings. |
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weapon_msg = SSrMessage_Find(weapon_string); |
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//this probably could be reorganized |
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if(weapon_msg) { //SSrMsgblah returns NULL if it can't find the message key |
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memcpy(weapon_name, weapon_msg, (strstr(weapon_msg," received.") - weapon_msg )); //strips uneeded characters |
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memcpy(weapon_name, weapon_msg, (strstr(weapon_msg,"] ") - weapon_msg + 1)); //strips uneeded characters |
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sprintf(output_ptr, "Press [c.Q] to pick up %s", weapon_name); |
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} |
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else { |
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} |
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} |
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typedef struct |
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{ |
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uint16_t x; |
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uint16_t y; |
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} IMtPoint2D; |
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IMtPoint2D Point = {256, 250}; |
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extern void* TSrTest; |
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extern void* TSrScores; |
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unsigned int lastPasteTime; |
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//TODO: Fix what happens when you hold down paste |
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//Check if console is open |
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void DDrPasteHack() |
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{ |
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COtTextArea* cons = *(COtTextArea**)0x00571B74; |
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char* clipboardText = 0; |
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if(ONgGameState->Input.Current.Actions1 & Action_Console && GetKeyState(0x56) & 0x80 && GetKeyState(VK_CONTROL) & 0x80 ) |
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{ |
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if(cons && cons->text_entries && cons->num_text_entries) |
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{ |
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//why abs()? so we dont have to reset the timer after a level load. |
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if( abs(ONgGameState->GameTime - lastPasteTime) > 60) { |
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//DDrConsole_Print(cons->text_entries[0].text); |
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if(OpenClipboard(ONgPlatformData.Window)) |
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{ |
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unsigned short charsUsed = strlen(cons->text_entries[0].text); |
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//get rid of the v character |
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if(charsUsed) charsUsed--; |
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clipboardText = GetClipboardData(CF_TEXT); |
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if(clipboardText && strlen(clipboardText) + charsUsed < 502) |
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{ |
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strcpy_s( cons->text_entries[0].text + charsUsed, 502 - charsUsed - 1, clipboardText); |
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lastPasteTime = ONgGameState->GameTime; |
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} |
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CloseClipboard(); |
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} |
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} |
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else |
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{ |
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//need to hook whatever controls however often you can repeat characters...i guess. |
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//cons->text_entries[0].text[strlen(cons->text_entries[0].text) - 1] = 0; |
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} |
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} |
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} |
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} |
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void ONICALL DDrText_Hook() |
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{ |
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if(TSrTest) |
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{ |
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TSrContext_DrawText(TSrTest, "FINALLY THIS BLOODY TEXT THING WORKS\n Gotta call it at the right point...", 128, 0, &Point); |
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} |
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DDrPasteHack(); |
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COrConsole_StatusLine_Display(); |
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} |