// config_table.cpp — every persisted setting in one descriptor table. // // config_save(), config_load() and config_reset_defaults() are generated from // this table, so adding an option no longer means editing three functions (and // getting the clamp bounds out of sync between them). #include "hl2h.h" #include namespace { enum SettingType { S_BOOL, S_INT }; struct SettingDesc { const char *section; const char *key; SettingType type; void *ptr; int def; int lo; int hi; }; // A FeatureState is persisted as the usual active/bind pair. #define FEAT(sec, state, def_active, def_bind) \ {sec, "active", S_BOOL, &(state).active, def_active, 0, 1}, \ {sec, "bind", S_INT, &(state).bind, def_bind, 0, 1000} const SettingDesc kSettings[] = { // movement FEAT("bhop", g_bhop, 1, 0), {"bhop", "autostrafe", S_BOOL, &g_bhop_autostrafe, 1, 0, 1}, FEAT("abh", g_abh, 1, 0), FEAT("jumpbug", g_jumpbug, 1, 0), {"jumpbug", "assist", S_BOOL, &g_jumpbug_assist, 0, 0, 1}, FEAT("melee", g_melee, 1, 0), {"movement", "crouchjump", S_BOOL, &g_auto_crouchjump, 0, 0, 1}, {"movement", "edgejump", S_BOOL, &g_edge_jump, 0, 0, 1}, // spread FEAT("spread", g_spread, 1, 0), {"spread", "no_spread", S_BOOL, &g_spread_no_spread, 1, 0, 1}, {"spread", "engine", S_BOOL, &g_spread_engine, 1, 0, 1}, // aim FEAT("aimbot", g_aimbot, 1, 604), {"aimbot", "smooth", S_INT, &g_aim_smooth, 5, 1, 45}, {"aimbot", "vischeck", S_BOOL, &g_aim_vischeck, 1, 0, 1}, {"aimbot", "fov", S_INT, &g_aim_fov, 60, 1, 180}, {"aimbot", "fov_circle", S_BOOL, &g_aim_fov_circle, 1, 0, 1}, {"aimbot", "punch", S_BOOL, &g_aim_punch, 1, 0, 1}, {"aimbot", "bone_head", S_BOOL, &g_aim_bones[AIM_BONE_HEAD], 1, 0, 1}, {"aimbot", "bone_torso", S_BOOL, &g_aim_bones[AIM_BONE_TORSO], 0, 0, 1}, {"aimbot", "bone_larm", S_BOOL, &g_aim_bones[AIM_BONE_LARM], 0, 0, 1}, {"aimbot", "bone_rarm", S_BOOL, &g_aim_bones[AIM_BONE_RARM], 0, 0, 1}, {"aimbot", "bone_lleg", S_BOOL, &g_aim_bones[AIM_BONE_LLEG], 0, 0, 1}, {"aimbot", "bone_rleg", S_BOOL, &g_aim_bones[AIM_BONE_RLEG], 0, 0, 1}, FEAT("triggerbot", g_triggerbot, 1, 603), FEAT("silentaim", g_silentaim, 1, 602), // view {"view", "fov", S_INT, &g_fov_camera, 75, 40, 140}, {"view", "vmfov", S_INT, &g_fov_viewmodel, 54, 20, 120}, {"view", "tonemap", S_INT, &g_tonemap, 0, 0, 30}, // esp FEAT("esp", g_esp, 1, 0), {"esp", "neutral", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_NEUTRAL], 1, 0, 1}, {"esp", "healthbar", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_HEALTHBAR], 1, 0, 1}, {"esp", "healthnum", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_HEALTHNUM], 1, 0, 1}, {"esp", "name", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_NAME], 1, 0, 1}, {"esp", "skeleton", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_SKELETON], 1, 0, 1}, {"esp", "box", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_BOX], 1, 0, 1}, {"esp", "speedgraph", S_BOOL, &g_esp_opt[ESP_OPT_SHOW_SPEEDGRAPH], 1, 0, 1}, {"esp", "dmg", S_BOOL, &g_esp_opt[ESP_OPT_DAMAGE_TAGS], 1, 0, 1}, {"esp", "alert", S_BOOL, &g_esp_opt[ESP_OPT_ALERT], 1, 0, 1}, {"esp", "weapon", S_BOOL, &g_esp_opt[ESP_OPT_WEAPON], 1, 0, 1}, {"esp", "arrows", S_BOOL, &g_esp_opt[ESP_OPT_ARROWS], 1, 0, 1}, {"esp", "hr", S_INT, &g_esp_col_hostile[0], 255, 0, 255}, {"esp", "hg", S_INT, &g_esp_col_hostile[1], 60, 0, 255}, {"esp", "hb", S_INT, &g_esp_col_hostile[2], 60, 0, 255}, {"esp", "nr", S_INT, &g_esp_col_neutral[0], 220, 0, 255}, {"esp", "ng", S_INT, &g_esp_col_neutral[1], 220, 0, 255}, {"esp", "nb", S_INT, &g_esp_col_neutral[2], 220, 0, 255}, {"esp", "fr", S_INT, &g_esp_col_friendly[0], 60, 0, 255}, {"esp", "fg", S_INT, &g_esp_col_friendly[1], 255, 0, 255}, {"esp", "fb", S_INT, &g_esp_col_friendly[2], 60, 0, 255}, // items FEAT("items", g_item_esp, 1, 0), {"items", "health", S_BOOL, &g_item_health, 1, 0, 1}, {"items", "ammo", S_BOOL, &g_item_ammo, 1, 0, 1}, {"items", "armor", S_BOOL, &g_item_armor, 1, 0, 1}, {"items", "weapons", S_BOOL, &g_item_weapons, 1, 0, 1}, {"items", "crates", S_BOOL, &g_item_crates, 1, 0, 1}, {"items", "distance", S_BOOL, &g_item_distance, 1, 0, 1}, {"items", "usable", S_BOOL, &g_item_usable, 1, 0, 1}, {"items", "max_dist", S_INT, &g_item_max_dist, 5000, 0, 10000}, // projectiles FEAT("projectiles", g_projectiles, 1, 0), {"projectiles", "fuse", S_BOOL, &g_proj_fuse, 1, 0, 1}, {"projectiles", "radius", S_BOOL, &g_proj_radius, 1, 0, 1}, {"projectiles", "trajectory", S_BOOL, &g_proj_traj, 1, 0, 1}, // chams FEAT("chams", g_chams, 0, 0), #define CHAMS_GROUP(sec, grp, von, vr, vg, vb, ion, ir, ig, ib) \ {sec, "vis", S_BOOL, &(grp).vis_on, von, 0, 1}, \ {sec, "vis_mat", S_INT, &(grp).vis_mat, 3, 0, 6}, \ {sec, "vis_r", S_INT, &(grp).vis_rgb[0], vr, 0, 255}, \ {sec, "vis_g", S_INT, &(grp).vis_rgb[1], vg, 0, 255}, \ {sec, "vis_b", S_INT, &(grp).vis_rgb[2], vb, 0, 255}, \ {sec, "vis_a", S_INT, &(grp).vis_rgb[3], 255, 0, 255}, \ {sec, "inv", S_BOOL, &(grp).inv_on, ion, 0, 1}, \ {sec, "inv_mat", S_INT, &(grp).inv_mat, 3, 0, 6}, \ {sec, "inv_r", S_INT, &(grp).inv_rgb[0], ir, 0, 255}, \ {sec, "inv_g", S_INT, &(grp).inv_rgb[1], ig, 0, 255}, \ {sec, "inv_b", S_INT, &(grp).inv_rgb[2], ib, 0, 255}, \ {sec, "inv_a", S_INT, &(grp).inv_rgb[3], 255, 0, 255} CHAMS_GROUP("chams_hostile", g_chams_hostile, 1, 255, 60, 60, 1, 255, 60, 60), CHAMS_GROUP("chams_neutral", g_chams_neutral, 1, 220, 220, 220, 0, 220, 220, 220), CHAMS_GROUP("chams_friendly", g_chams_friendly, 1, 60, 255, 60, 0, 60, 255, 60), #undef CHAMS_GROUP {"chams_vm", "on", S_BOOL, &g_chams_viewmodel, 0, 0, 1}, {"chams_vm", "mat", S_INT, &g_chams_vm_mat, 3, 0, 6}, {"chams_vm", "r", S_INT, &g_chams_vm_rgb[0], 200, 0, 255}, {"chams_vm", "g", S_INT, &g_chams_vm_rgb[1], 200, 0, 255}, {"chams_vm", "b", S_INT, &g_chams_vm_rgb[2], 255, 0, 255}, {"chams_vm", "a", S_INT, &g_chams_vm_rgb[3], 255, 0, 255}, // visuals FEAT("fullbright", g_fullbright, 0, 0), FEAT("worldtint", g_world_tint, 0, 0), {"worldtint", "world", S_BOOL, &g_tint_world_on, 1, 0, 1}, {"worldtint", "sky", S_BOOL, &g_tint_sky_on, 1, 0, 1}, {"worldtint", "prop", S_BOOL, &g_tint_prop_on, 1, 0, 1}, {"worldtint", "wr", S_INT, &g_tint_world_rgb[0], 255, 0, 255}, {"worldtint", "wg", S_INT, &g_tint_world_rgb[1], 255, 0, 255}, {"worldtint", "wb", S_INT, &g_tint_world_rgb[2], 255, 0, 255}, {"worldtint", "sr", S_INT, &g_tint_sky_rgb[0], 255, 0, 255}, {"worldtint", "sg", S_INT, &g_tint_sky_rgb[1], 255, 0, 255}, {"worldtint", "sb", S_INT, &g_tint_sky_rgb[2], 255, 0, 255}, {"worldtint", "pr", S_INT, &g_tint_prop_rgb[0], 255, 0, 255}, {"worldtint", "pg", S_INT, &g_tint_prop_rgb[1], 255, 0, 255}, {"worldtint", "pb", S_INT, &g_tint_prop_rgb[2], 255, 0, 255}, FEAT("fog", g_fog, 0, 0), {"fog", "r", S_INT, &g_fog_rgb[0], 160, 0, 255}, {"fog", "g", S_INT, &g_fog_rgb[1], 170, 0, 255}, {"fog", "b", S_INT, &g_fog_rgb[2], 190, 0, 255}, {"fog", "start", S_INT, &g_fog_start, 200, 0, 8000}, {"fog", "end", S_INT, &g_fog_end, 3000, 0, 20000}, {"fog", "skybox", S_BOOL, &g_fog_skybox, 1, 0, 1}, {"fog", "disable", S_BOOL, &g_fog_disable, 0, 0, 1}, FEAT("skybox", g_skybox, 0, 0), }; constexpr int kSettingCount = (int)(sizeof(kSettings) / sizeof(kSettings[0])); const SettingDesc *find_setting(const char *section, const char *key) { for (int i = 0; i < kSettingCount; i++) { if (strcmp(kSettings[i].section, section) == 0 && strcmp(kSettings[i].key, key) == 0) return &kSettings[i]; } return nullptr; } } // namespace void settings_save(FILE *f) { const char *section = nullptr; for (int i = 0; i < kSettingCount; i++) { const SettingDesc &s = kSettings[i]; if (!section || strcmp(section, s.section) != 0) { fprintf(f, "\n[%s]\n", s.section); section = s.section; } int v = s.type == S_BOOL ? (*(bool *)s.ptr ? 1 : 0) : *(int *)s.ptr; fprintf(f, "%s=%d\n", s.key, v); } } void settings_load(FILE *f) { char line[256]; char section[64] = ""; while (fgets(line, sizeof(line), f)) { line[strcspn(line, "\r\n")] = 0; if (line[0] == '[') { const char *end = strchr(line, ']'); if (!end) continue; size_t n = (size_t)(end - line - 1); if (n >= sizeof(section)) n = sizeof(section) - 1; memcpy(section, line + 1, n); section[n] = 0; continue; } char *eq = strchr(line, '='); if (!eq) continue; *eq = 0; const SettingDesc *d = find_setting(section, line); if (!d) continue; // [gui] and unknown keys belong to other readers int v = atoi(eq + 1); if (v < d->lo) v = d->lo; if (v > d->hi) v = d->hi; if (d->type == S_BOOL) *(bool *)d->ptr = v != 0; else *(int *)d->ptr = v; } } void settings_reset_defaults() { for (int i = 0; i < kSettingCount; i++) { const SettingDesc &s = kSettings[i]; if (s.type == S_BOOL) *(bool *)s.ptr = s.def != 0; else *(int *)s.ptr = s.def; } }