mirror of
https://github.com/EricPlayZ/EGameTools.git
synced 2026-10-10 21:03:03 +08:00
2d804f624c
- Fixed Freeze Time at night making Aiden complain about his immunity lmao - Added Slow Motion, with speed and transition time modifiers
139 lines
5.2 KiB
C++
139 lines
5.2 KiB
C++
#include <Hotkey.h>
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#include <ImGuiEx.h>
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#include <imgui.h>
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#include "..\game_classes.h"
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#include "world.h"
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namespace Menu {
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namespace World {
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float time = 0.0f;
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static float timeBeforeFreeze = 0.0f;
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float gameSpeed = 1.0f;
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static float gameSpeedBeforeSlowMo = gameSpeed;
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KeyBindOption freezeTime{ VK_NONE };
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KeyBindOption slowMotion{ 'X' };
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float slowMotionSpeed = 0.4f;
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static float slowMotionSpeedLerp = gameSpeed;
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float slowMotionTransitionTime = 1.0f;
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EWeather::TYPE weather = EWeather::TYPE::Default;
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static const char* const weatherItems[7] = {
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"Default",
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"Foggy",
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"Clear",
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"Overcast",
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"Cloudy",
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"Rainy",
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"Stormy"
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};
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static void UpdateDisabledOptions() {
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GamePH::DayNightCycle* dayNightCycle = GamePH::DayNightCycle::Get();
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GamePH::LevelDI* iLevel = GamePH::LevelDI::Get();
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freezeTime.SetChangesAreDisabled(!iLevel || !iLevel->IsLoaded() || !dayNightCycle);
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slowMotion.SetChangesAreDisabled(!iLevel || !iLevel->IsLoaded() || !dayNightCycle);
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}
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Tab Tab::instance{};
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void Tab::Update() {
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GamePH::DayNightCycle* dayNightCycle = GamePH::DayNightCycle::Get();
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if (!dayNightCycle)
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return;
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GamePH::LevelDI* iLevel = GamePH::LevelDI::Get();
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if (!iLevel || !iLevel->IsLoaded())
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return;
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if (freezeTime.HasChangedTo(true)) {
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timeBeforeFreeze = time;
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freezeTime.SetPrevValue(true);
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} else if (freezeTime.HasChangedTo(false)) {
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dayNightCycle->SetDaytime(timeBeforeFreeze);
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freezeTime.SetPrevValue(false);
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}
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if (slowMotion.HasChangedTo(false)) {
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static bool slowMoHasChanged = true;
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slowMotionSpeedLerp = ImGui::AnimateLerp("slowMotionSpeedLerp", slowMotionSpeed, gameSpeedBeforeSlowMo, slowMotionTransitionTime, slowMoHasChanged, &ImGui::AnimEaseOutSine);
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iLevel->TimerSetSpeedUp(slowMotionSpeedLerp);
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slowMoHasChanged = false;
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if (Utils::are_same(gameSpeed, gameSpeedBeforeSlowMo)) {
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slowMoHasChanged = true;
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slowMotion.SetPrevValue(false);
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}
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} else if (slowMotion.GetValue()) {
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if (slowMotion.HasChanged()) {
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gameSpeedBeforeSlowMo = gameSpeed;
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slowMotionSpeedLerp = gameSpeed;
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}
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slowMotionSpeedLerp = ImGui::AnimateLerp("slowMotionSpeedLerp", gameSpeedBeforeSlowMo, slowMotionSpeed, slowMotionTransitionTime, slowMotion.HasChanged(), &ImGui::AnimEaseOutSine);
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iLevel->TimerSetSpeedUp(slowMotionSpeedLerp);
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if (slowMotion.HasChanged())
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slowMotion.SetPrevValue(slowMotion.GetValue());
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}
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if (!menuToggle.GetValue()) {
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time = dayNightCycle->time1 * 24;
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if (freezeTime.GetValue() && !Utils::are_same(time, timeBeforeFreeze, 0.009f))
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dayNightCycle->SetDaytime(timeBeforeFreeze);
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if (!slowMotion.GetValue() && !slowMotion.HasChanged())
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iLevel->TimerSetSpeedUp(gameSpeed);
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if (!Utils::are_same(iLevel->TimerGetSpeedUp(), 1.0f))
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gameSpeed = iLevel->TimerGetSpeedUp();
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}
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}
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void Tab::Render() {
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GamePH::DayNightCycle* dayNightCycle = GamePH::DayNightCycle::Get();
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GamePH::LevelDI* iLevel = GamePH::LevelDI::Get();
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ImGui::SeparatorText("Time##World");
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ImGui::BeginDisabled(!iLevel || !iLevel->IsLoaded() || !dayNightCycle); {
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static bool timeSliderBeingPressed = false;
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if (ImGui::SliderFloat("Time", &time, 0.01f, 24.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp))
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timeSliderBeingPressed = true;
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else if (iLevel && iLevel->IsLoaded() && dayNightCycle) {
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if (timeSliderBeingPressed) {
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timeSliderBeingPressed = false;
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timeBeforeFreeze = time;
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dayNightCycle->SetDaytime(time);
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}
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time = dayNightCycle->time1 * 24;
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if (freezeTime.GetValue() && !Utils::are_same(time, timeBeforeFreeze, 0.009f))
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dayNightCycle->SetDaytime(timeBeforeFreeze);
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}
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ImGui::BeginDisabled(slowMotion.GetValue()); {
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if (ImGui::SliderFloat("Game Speed", &gameSpeed, 0.0f, 2.0f, "%.2f"))
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iLevel->TimerSetSpeedUp(gameSpeed);
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else if (iLevel && iLevel->IsLoaded()) {
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if (!slowMotion.GetValue() && !slowMotion.HasChanged())
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iLevel->TimerSetSpeedUp(gameSpeed);
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if (!Utils::are_same(iLevel->TimerGetSpeedUp(), 1.0f))
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gameSpeed = iLevel->TimerGetSpeedUp();
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}
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ImGui::EndDisabled();
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}
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ImGui::CheckboxHotkey("Freeze Time", &freezeTime);
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ImGui::SameLine();
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ImGui::CheckboxHotkey("Slow Motion", &slowMotion);
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ImGui::EndDisabled();
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}
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ImGui::SliderFloat("Slow Motion Speed", &slowMotionSpeed, 0.01f, 0.99f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
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ImGui::SliderFloat("Slow Motion Transition Time", &slowMotionTransitionTime, 0.00f, 5.00f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
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GamePH::TimeWeather::CSystem* timeWeatherSystem = GamePH::TimeWeather::CSystem::Get();
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const bool weatherDisabledFlag = !iLevel || !iLevel->IsLoaded() || !timeWeatherSystem;
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ImGui::SeparatorText("Weather##World");
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ImGui::BeginDisabled(weatherDisabledFlag); {
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if (ImGui::Combo("Weather", reinterpret_cast<int*>(&weather), weatherItems, IM_ARRAYSIZE(weatherItems)) && timeWeatherSystem)
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timeWeatherSystem->SetForcedWeather(static_cast<EWeather::TYPE>(weather - 1));
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ImGui::Text("Setting weather to: %s", !weatherDisabledFlag ? weatherItems[weather] : "");
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ImGui::Text("Current weather: %s", !weatherDisabledFlag ? weatherItems[timeWeatherSystem->GetCurrentWeather() + 1] : "");
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ImGui::EndDisabled();
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}
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}
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}
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} |