├── .gitattributes
├── .gitignore
├── .vscode
└── settings.json
├── changelog.MD
├── compile.py
├── LICENSE
└── README.md
/.gitattributes:
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1 | *gsc text=auto eol=crlf
2 |
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/.gitignore:
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1 | /compiled
2 | /parsed
3 | *.exe
4 | *.dll
5 |
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/.vscode/settings.json:
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1 | {
2 | "editor.detectIndentation": false
3 | }
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/changelog.MD:
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1 | # Version 4.4
2 |
3 | - Added Purist mode to enable playing No Jug games without persistent jug (minijug) for Plutonium
4 | - Added ability to manage custom splits file via chat messages for Modern Plutonium (4516+)
5 | - Changed the behavior of permaperk system to prevent possible stat/script state mismatch
6 | - Custom splits file can now be managed via `splits` chat message on Plutonium
7 | - Backspeed can now be set via `bs` chat message on Plutonium
8 | - Fix custom dvars on Redacted & Ancient
9 |
10 | # Version 4.3
11 |
12 | - Added integration for strat tester mods for Modern Plutonium (4516+)
13 | - New dvar anticheat version (less allocations) for new Plutonium update (5162+)
14 | - Changed watermarks to be a bit more readable
15 | - Changed fps limiter for new Plutonium update (5162+)
16 | - Fixed rare occurrence of false detection of duplicated patch which can terminate the game
17 |
18 | # Version 4.2
19 |
20 | - Added print with current key setting at the beginning of the game
21 | - Network frame fix now isn't applied on Pluto versions >2905
22 | - Restore change from 3.7 with `ai_corpseCount`, it's now again set to 5
23 | * For a bit of context, the DVAR game definition does set it to 8, but in another place the game adjusts it to 5 (specifically during the first launch process), so effectively all record games are historically played on 5. This setting will not apply after Plutonium update R5140 as they'll adjust their DVAR logic to this discovery and GSC adjustment won't be necessary.
24 |
25 | # Version 4.1
26 |
27 | - **[PLUTONIUM ONLY]** Added `key` dvar/chat command for overriding key position
28 | - Moved Origins tank depatch to the main patch file (standalone fix can still be used, check README for more details)
29 | - Fixed a crash related to box tracking on Farm & Depot
30 |
31 | # Version 4.0
32 |
33 | - Added system for tracking trades on survival maps
34 | - Added UTC timestamp to split print for versions that don't have game identifier
35 | - Added link to WaW communtiy patch to the readme
36 | - Fixed first box module race condition that could cause incorrect behavior
37 | - Fixed first box queue breaking when one of the codes isn't correct
38 | - Deprecated Redacted and Ancient versions
39 | - Changed structure of welcome prints and added bunch of info about game state
40 | - Locked client FPS (it's set to 332, as in-game limiter is highly inaccurate, this allows people to go up to 250 via their own locker, which is currently max fps allowed)
41 | - Anticheat now triggers Plutos cheat state (star) as well as the watermark
42 | - Removed all remaining hooks for B2 extensions
43 | - Added option to define custom splits via text file
44 | - Added viewmodel customization (independend from setting characters, it only changes character hands but allows for use mid game and has no conflicts in coop games)
45 |
46 | # Version 3.8
47 |
48 | - Add enabling `cg_drawIdentifier` dvar for future Pluto update
49 |
50 | # Version 3.7
51 |
52 | - Restore correct default value for `ai_corpseCount` dvar
53 |
54 | # Version 3.6
55 |
56 | - Additional fix to 3.5 change regarding `lb` command adding fire sale to Origins dig spots drop cycle
57 |
58 | # Version 3.5
59 |
60 | - Changed implementation of the character system (after old one was found to cause issues with some in-game elements, such as Origins challenge crates) and re-enabled it
61 | - Fixed `lb` command adding fire sale to Origins dig spots drop cycle
62 | - Added `kill_hud` dvar to allow for complete removal of all B2 hud for the entire game (details in readme)
63 | - Fixed accuracy of splits (will now show exact time of red round number at any round)
64 |
65 | # Version 3.4
66 |
67 | - Fixed `fridge` dvar
68 | - Adjusted patch logic to make dvar management comaptibile with Plutonium R4542
69 |
70 | # Version 3.3
71 |
72 | - Reduced frequency and simplified logic for flashing patch checksums
73 | - Temporarily disabled character system
74 | - Fixed potential logic error when players input incorrect box location for `lb`
75 |
76 | # Version 3.2
77 |
78 | - Fixed perma jug protection taking the health away alongside the permaperk itself
79 |
80 | # Version 3.1
81 |
82 | - Fixed various issues related to new character system
83 | - Fixed patch misbehaving after a fast restart (player related functionalities failed to initialize)
84 | - Fixed fridge thread not terminating properly
85 | - Fixed crash on Ancient that happened in coop after permaperks were awarded
86 | - Decreased rate of displaying GSC checksums during early rounds
87 | - Removed the hook for Fridge plugin (it has become the standard for players to just use binds for the `fridge` command)
88 | - Changed fridge logic in DVAR method, it now supports both `fridge` and `fridge all` commands and works same way as chat method
89 | - Added `whoami` chat message listener to show player current preset
90 |
91 | # Version 3.0
92 |
93 | - Preprocessor directives refactor (not affecting the gameplay directly)
94 | - Improvements to compilation script (not affecting the gameplay directly)
95 | - Patch now shows currently detected Plutonium version on load (may be inaccurate in older Plutonium versions)
96 | - On Plutonium R4516+, the patch no longer applies the trap fix, instead enabling Plutonium fix. For older versions (R2905) the fix is still enabled.
97 | - On Plutonium 4522+, the patch manages automatic display of patch and memory checksums (beginning of the game and end of every even round 20+)
98 | - Added tank prepatch GSC file to the repository `b2op_tomb.gsc`
99 | - Added some optimizations to variable and thread allocations
100 | - Enabled live DVAR protection (similar to B2FR)
101 | - Added new system for setting playable character (check readme for details)
102 |
103 | # Version 2.9
104 |
105 | - Fixed death machine shortcode `dm`
106 |
107 | # Version 2.8
108 |
109 | - Fixed patch not working on Redacted
110 |
111 | # Version 2.7
112 |
113 | - Patch will now attempt to detect usage of the wrong file and inform players about it
114 | - Bank now only fills up at the beginning of the game
115 | - Added explicit removal of RayGun permaperk
116 | - Added platform identifiers to welcome prints
117 | - Various changes to the compilation script and the patch itself for easier development process
118 |
119 | # Version 2.6
120 |
121 | ## Distribution
122 |
123 | - [Ancient] Version for Ancient is now compiled with new compiler which *should* remove most of the issues with it.
124 | - [Redacted] Version for Redacted is now distributed as uncompiled code (which simplifies development process). That being said, it is still required to use file from releases.
125 | - [Development] gsc-tool version requirement went up to 1.4.0 + improvements to the compilation script
126 |
127 | # Version 2.5
128 |
129 | - [Pluto only] Added `scr_skip_devblock` dvar to mitigate dev prints problem in Pluto R3904
130 |
131 | # Version 2.4
132 |
133 | - Removed Mob lighting fix
134 | - Increased frequency of round splits
135 | - Fixed split prints (again)
136 | - Adjusted weapon verification for first box module in coop
137 | - Added queueing to first box module, multiple guns can be queued now via a single message
138 | - Added separate dvar for toggling splits on and off (`splits` 0/1)
139 | - Changed round timer to appear on screen when lobby timer does (similar to b2fr)
140 |
141 | # Version 2.3
142 |
143 | - Fixed delayed split prints
144 | - Updated repository url in welcome print
145 |
146 | # Version 2.2
147 |
148 | - Removed Velocity Meter
149 | - Disabled DOF (visual)
150 |
151 | # Version 2.1
152 |
153 | - Hud scaling based on Aspect Ratio is now solo only
154 | - It's now possible to turn off backspeed fix by setting dvar `steam_backspeed` to 1 and restarting the match
155 | - Network frame hud used for debugging can now be used in released patch via getting `b2_plugin_network.gsc` plugin
156 | - Added feature from First Room Fix that allows for debugging drops glitching out using console prints via plugin `b2_powerup_tracking.gsc`
157 |
158 | # Version 2.0
159 |
160 | Major version update
161 |
162 | ## Changes
163 |
164 | - Added mob lighting fix (by [JezuzLizard](https://github.com/JezuzLizard/))
165 | - Fixed an issue that'd cause box location override to not work properly [#5](https://github.com/B2ORG/T6-B2OP-PATCH/issues/5)
166 | - Info about First Box is now displayed alongside splits (watermark remains as it was)
167 | - Prevented infinite restarting on Tranzit if players kill zombie before permaperk function initialize
168 | - Prevented inifnite restarting caused by launching maps in offline mode
169 | - Fixed conflict that caused First Box to misbehave on maps that have permaperks
170 | - Added handling for HUD element alignment on Ultra Wide monitors
171 |
172 | ## Distribution
173 |
174 | - Versions from all launchers will now be available in the release as oppose to having to download code directly from code section, furthermore using uncompiled patch is no longer possible (unless future versions of plutonium add certain features to it's compiler)
175 | - Added back support for Ancient Plutonium (with huge aesterix)
176 |
177 | # Version 1.8
178 |
179 | - Fixed an error that prevented the patch from being usable on Irony based launchers (Redacted)
180 |
181 | # Version 1.7
182 |
183 | - Fixed Buildable tracker zeroing after one of the players disconnected from the game
184 | - Removed redundant includes
185 | - Network frame fix - Now network frame fix will create prints about it's presents if used without B2OP
186 |
187 | # Version 1.6
188 |
189 | - Fixed HUD being cut off on aspect ratios 4:3 5:4 and 16:10
190 | - Fixed HUD plugin causing timer and round timers to overlap
191 | - Fixed patch safety functions not ending the game properly
192 |
193 | # Version 1.5
194 |
195 | - Players can no longer move after safety from using conflicting patches triggered end game
196 | - Patch now actively removes minijug after round 15 instead of only on connect
197 | - Restored restart enforcement (at least for now) after permaperk award
198 | - Network frame evaluation no longer generates watermark on failure. Instead it checks again next round (effectively if game is on wrong network frame, at the beginning of each round there will be a print about bad network frame)
199 | - Added handle for splits plugin + created a template
200 |
201 | # Version 1.4
202 |
203 | - Watermarks refactor - watermarks now align horizontally. Introduced temporal watermarks that dissapear after X amount of time (to address users complaining about First Box watermark being permanent, it will now dissapear at the end of round 19)
204 | - Fixed moving box locations with DVAR method
205 |
206 | # Version 1.3
207 |
208 | - Permaperks
209 | * Added sniper points to award sequence
210 | * Added pistol points to award sequence
211 | * Added instakill to award sequence
212 | * Added double points to award sequence
213 |
214 | # Version 1.2
215 |
216 | - Permaperks
217 | * Fixed assignment logic for launchers using Irony compiler (Redacted & Ancient)
218 | * Autorestart is no longer forced on launchers using Irony and New Pluto solo
219 | * Added Cash Back & Teddy permaperks to assignment sequence
220 | - Info messages are no longer affected by playernames containing color codes
221 |
222 | # Version 1.1
223 |
224 | - Restricted trap fix to only apply on maps that it is needed on (to prevent issues with Frozen rounds on Origins)
225 |
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/compile.py:
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1 | from traceback import print_exc
2 | from copy import copy, deepcopy
3 | import subprocess, sys, os, zipfile, re, binascii, shutil
4 | from typing import Callable, Optional
5 |
6 |
7 | # Config
8 | CWD = os.path.dirname(os.path.abspath(__file__))
9 | B2OP = "b2op.gsc"
10 | B2OP_TOMB = "b2op_tomb.gsc"
11 | GAME_PARSE = "t6"
12 | GAME_COMP = "t6"
13 | MODE_PARSE = "parse"
14 | MODE_COMP = "comp"
15 | COMPILER_GSCTOOL = "gsc-tool.exe"
16 | PARSED_DIR = "parsed/" + GAME_PARSE
17 | COMPILED_DIR = "compiled/" + GAME_COMP
18 | ZMUTILITY_DIR = "maps/mp/zombies"
19 | FORCE_SPACES = True
20 | BAD_COMPILER_VERSIONS: set["Version"] = set()
21 | COMPILE_TANK_PATCH = False
22 | STRICT_FILE_RM_CHECK = int(os.environ.get("B2_STRICT_CHECK", True))
23 |
24 | class Version:
25 | UNKNOWN = [-1, -1, -1]
26 | """Signature of an unknown version"""
27 |
28 |
29 | def __init__(self) -> None:
30 | self._version: list[int]
31 |
32 |
33 | def __eq__(self, __object) -> bool:
34 | return self._version == __object._version
35 |
36 |
37 | def __ne__(self, __object) -> bool:
38 | return self._version != __object._version
39 |
40 |
41 | def __lt__(self, __object) -> bool:
42 | if self._version[0] < __object._version[0]:
43 | return True
44 | if self._version[0] <= __object._version[0] and self._version[1] < __object._version[1]:
45 | return True
46 | if self._version[0] <= __object._version[0] and self._version[1] <= __object._version[1] and self._version[2] < __object._version[2]:
47 | return True
48 | return False
49 |
50 |
51 | def __gt__(self, __object) -> bool:
52 | if self._version[0] > __object._version[0]:
53 | return True
54 | if self._version[0] >= __object._version[0] and self._version[1] > __object._version[1]:
55 | return True
56 | if self._version[0] >= __object._version[0] and self._version[1] >= __object._version[1] and self._version[2] > __object._version[2]:
57 | return True
58 | return False
59 |
60 |
61 | def __le__(self, __object) -> bool:
62 | return self == __object or self < __object
63 |
64 |
65 | def __ge__(self, __object) -> bool:
66 | return self == __object or self > __object
67 |
68 |
69 | def __str__(self) -> str:
70 | return ".".join([str(v) for v in self._version])
71 |
72 |
73 | def __hash__(self) -> int:
74 | return hash(f"{self._version[0]}|{self._version[1]}|{self._version[2]}")
75 |
76 |
77 | @staticmethod
78 | def parse(_version: str):
79 | version = Version()
80 | version._version = [int(v) for v in _version.split(".")]
81 | version.trim()
82 | return version
83 |
84 |
85 | def trim(self):
86 | if len(self._version) > 3:
87 | self._version = self._version[:3]
88 | return self
89 |
90 |
91 | class UnknownVersion(Version):
92 | def __init__(self) -> None:
93 | super().__init__()
94 | self._version = self.UNKNOWN
95 |
96 |
97 | class Chunk:
98 | def __init__(self, header: str | None = None) -> None:
99 | self.header = header
100 |
101 |
102 | def __enter__(self):
103 | if self.header is not None:
104 | print(self.header)
105 | print("-" * 100)
106 |
107 |
108 | def __exit__(self, *args):
109 | print("-" * 100, "\n")
110 |
111 |
112 | class GscToolException(Exception):
113 | def __init__(self, *args):
114 | super().__init__(*args)
115 |
116 |
117 | class CodeStyleException(Exception):
118 | def __init__(self, *args):
119 | super().__init__(*args)
120 |
121 |
122 | class Gsc:
123 | REPLACEMENTS: dict[str, str] = {
124 | "#define RAW 1": "#define RAW 0",
125 | "#define ANCIENT 1": "#define ANCIENT 0",
126 | "#define REDACTED 1": "#define REDACTED 0",
127 | "#define PLUTO 1": "#define PLUTO 0"
128 | }
129 | def __init__(self, skip_changes: bool = False) -> None:
130 | self._code: str
131 | self._skip_changes: bool = skip_changes
132 |
133 |
134 | def load_file(self, path: str) -> "Gsc":
135 | with open(path, "r", encoding="utf-8") as gsc_io:
136 | self._code = gsc_io.read()
137 | return self
138 |
139 |
140 | def check_whitespace(self) -> "Gsc":
141 | tab: int = self._code.find("\t")
142 | if tab != -1:
143 | line: int = self._code.count("\n", 0, tab)
144 | print(f"TAB found in line {line + 1}. Make sure to use 4 spaces instead of a tab!")
145 | if FORCE_SPACES:
146 | raise CodeStyleException(f"Found TABs in line {line + 1}")
147 | return self
148 |
149 |
150 | def check_debug(self) -> "Gsc":
151 | self.debugger = self._code.find("#define DEBUG 1") != -1
152 | return self
153 |
154 |
155 | def save(self, path: str, local_changes: dict[str, str]) -> "Gsc":
156 | changes: dict[str, str] = deepcopy(Gsc.REPLACEMENTS) | local_changes
157 | changed: str = copy(self._code)
158 | if not self._skip_changes:
159 | for old, new in changes.items():
160 | changed = changed.replace(old, new)
161 | with open(path, "w", encoding="utf-8") as gsc_io:
162 | gsc_io.write(changed)
163 | return self
164 |
165 |
166 | def edit_in_place(path: str, **replace_pairs) -> None:
167 | with open(path, "r", encoding="utf-8") as gsc_io:
168 | gsc_content = gsc_io.read()
169 |
170 | for old, new in replace_pairs.items():
171 | if old in gsc_content:
172 | print(f"Replacing '{old}' with '{new}'")
173 | gsc_content = gsc_content.replace(old, new)
174 |
175 | with open(path, "w", encoding="utf-8") as gsc_io:
176 | gsc_io.write(gsc_content)
177 |
178 |
179 | def wrap_subprocess_call(*calls: str, timeout: int = 5, cli_output: bool = True, eval_callback: Optional[Callable[[subprocess.CompletedProcess, str], subprocess.CompletedProcess]] = None, **sbp_args) -> subprocess.CompletedProcess:
180 | call: str = " ".join(calls)
181 | try:
182 | print(f"Call: {call}")
183 | process: subprocess.CompletedProcess = subprocess.run(call, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, universal_newlines=True, timeout=timeout, **sbp_args)
184 | except Exception:
185 | print_exc()
186 | sys.exit(1)
187 | else:
188 | if callable(eval_callback):
189 | return eval_callback(process, call)
190 | print("Output:")
191 | print(process.stdout.strip() if cli_output else "suppressed")
192 | return process
193 |
194 |
195 | def check_gsc_error(process: subprocess.CompletedProcess, cmd: str) -> subprocess.CompletedProcess:
196 | if "[ERROR]" in process.stdout:
197 | raise GscToolException(f"Command: '{cmd}'\n{process.stdout.strip()}")
198 | return process
199 |
200 |
201 | def arg_path(*paths: str) -> str:
202 | return f'"{os.path.join(*paths)}"'
203 |
204 |
205 | def file_rename(old: str, new: str) -> None:
206 | if os.path.isfile(new):
207 | os.remove(new)
208 | if os.path.isfile(old):
209 | if not os.path.isdir(os.path.dirname(new)):
210 | os.makedirs(os.path.dirname(new))
211 | os.rename(old, new)
212 |
213 |
214 | def clear_files(dir: str, pattern: str) -> None:
215 | if not os.path.isdir(dir):
216 | return
217 | file_list: list[str] = os.listdir(dir)
218 | if STRICT_FILE_RM_CHECK or len(file_list) >= 16:
219 | input(f"You're about to remove {len(file_list)} files. Press ENTER to continue, or abord the program\n\t{"\n\t".join([os.path.basename(f) for f in file_list])}")
220 |
221 | for file in file_list:
222 | if re.match(pattern, file):
223 | path_to_file = os.path.join(dir, file)
224 | os.remove(path_to_file) if os.path.isfile(path_to_file) else shutil.rmtree(path_to_file)
225 |
226 |
227 | def flash_hash(file_path: str) -> str:
228 | with open(file_path, "rb") as file_io:
229 | # Convert to uINT and represent as uppercase hex
230 | hash: str = format(binascii.crc32(file_io.read()) & 0xFFFFFFFF, "08X")
231 | print(f"Hash of {os.path.basename(file_path)}: '0x{hash}'")
232 | return hash
233 |
234 |
235 | def create_zipfile(zip_target: str, file_to_zip: str, file_in_zip: str) -> None:
236 | try:
237 | with zipfile.ZipFile(zip_target, "w", compression=zipfile.ZIP_DEFLATED, compresslevel=9) as zip:
238 | zip.write(file_to_zip, file_in_zip)
239 | except FileNotFoundError:
240 | print("WARNING! Failed to create zip file due to missing compiled file")
241 |
242 |
243 | def verify_compiler() -> Version | bool:
244 | return verify_compiler_version() if os.path.isfile(os.path.join(CWD, COMPILER_GSCTOOL)) else False
245 |
246 |
247 | def verify_compiler_version() -> Version:
248 | compiler: subprocess.CompletedProcess = wrap_subprocess_call(COMPILER_GSCTOOL, cli_output=False)
249 | lines: list[str] = compiler.stdout.split("\n")
250 | if not lines:
251 | print("Could not verify compiler version")
252 | return UnknownVersion()
253 |
254 | version: list[str] = re.compile(r"([\d.]+)").findall(lines[0])
255 | if len(version) != 1:
256 | print("Could not verify compiler version")
257 | return UnknownVersion()
258 |
259 | ver: Version = Version.parse(version[0])
260 | if ver < Version.parse("1.4.0") or ver in BAD_COMPILER_VERSIONS:
261 | input(f"WARNING! Potentially incompatibile version of the compiler ({str(ver)}) was found. Press ENTER to continue")
262 | return ver
263 |
264 |
265 | def main() -> None:
266 | os.chdir(CWD)
267 | print(f"\nSet CWD to: {os.getcwd()}\n")
268 |
269 | # Util
270 | compiler: Version | bool = verify_compiler()
271 | if compiler is False:
272 | print(f"'{COMPILER_GSCTOOL}' compiler executable not found in '{CWD}'")
273 | sys.exit(1)
274 | print()
275 |
276 | # Clear up all previous files
277 | clear_files(os.path.join(CWD, PARSED_DIR), r".*")
278 | clear_files(os.path.join(CWD, COMPILED_DIR), r".*")
279 |
280 | gsc: Gsc = (Gsc()
281 | .load_file(os.path.join(CWD, B2OP))
282 | .check_whitespace()
283 | .check_debug()
284 | )
285 |
286 | # New pluto
287 | with Chunk("PLUTONIUM:"):
288 | gsc.save(
289 | os.path.join(CWD, B2OP), {"#define PLUTO 0": "#define PLUTO 1"}
290 | )
291 | wrap_subprocess_call(
292 | COMPILER_GSCTOOL, "-m", MODE_PARSE, "-g", GAME_PARSE, "-s", "pc", B2OP, eval_callback=check_gsc_error
293 | )
294 | wrap_subprocess_call(
295 | COMPILER_GSCTOOL, "-m", MODE_COMP, "-g", GAME_COMP, "-s", "pc", arg_path(CWD, PARSED_DIR, B2OP), eval_callback=check_gsc_error
296 | )
297 | file_rename(
298 | os.path.join(CWD, PARSED_DIR, B2OP), os.path.join(CWD, PARSED_DIR, "b2op_precompiled_pluto.gsc")
299 | )
300 | file_rename(
301 | os.path.join(CWD, COMPILED_DIR, B2OP), os.path.join(CWD, COMPILED_DIR, "b2op-plutonium.gsc")
302 | )
303 |
304 | flash_hash(os.path.join(CWD, COMPILED_DIR, "b2op-plutonium.gsc"))
305 |
306 | if COMPILE_TANK_PATCH:
307 | gsc_origins: Gsc = Gsc().load_file(os.path.join(CWD, B2OP_TOMB)).check_whitespace()
308 |
309 | gsc_origins.save(
310 | os.path.join(CWD, B2OP_TOMB), {}
311 | )
312 | wrap_subprocess_call(
313 | COMPILER_GSCTOOL, "-m", MODE_COMP, "-g", GAME_COMP, "-s", "pc", B2OP_TOMB, eval_callback=check_gsc_error
314 | )
315 | file_rename(
316 | os.path.join(CWD, COMPILED_DIR, B2OP_TOMB), os.path.join(CWD, COMPILED_DIR, "b2op-tomb.gsc")
317 | )
318 | create_zipfile(
319 | os.path.join(CWD, COMPILED_DIR, "b2op-tomb.zip"),
320 | os.path.join(CWD, COMPILED_DIR, "b2op-tomb.gsc"),
321 | os.path.join("zm_tomb", "b2op-tomb-plutonium.gsc")
322 | )
323 |
324 | flash_hash(os.path.join(CWD, COMPILED_DIR, "b2op-tomb.gsc"))
325 |
326 | # Redacted
327 | with Chunk("REDACTED:"):
328 | gsc.save(
329 | os.path.join(CWD, B2OP), {"#define REDACTED 0": "#define REDACTED 1"}
330 | )
331 | wrap_subprocess_call(
332 | COMPILER_GSCTOOL, "-m", MODE_PARSE, "-g", GAME_PARSE, "-s", "pc", B2OP, eval_callback=check_gsc_error
333 | )
334 | file_rename(
335 | os.path.join(CWD, PARSED_DIR, B2OP), os.path.join(CWD, COMPILED_DIR, "b2op-redacted.gsc")
336 | )
337 |
338 | flash_hash(os.path.join(CWD, COMPILED_DIR, "b2op-redacted.gsc"))
339 |
340 | # Ancient
341 | with Chunk("ANCIENT:"):
342 | gsc.save(
343 | os.path.join(CWD, B2OP), {"#define ANCIENT 0": "#define ANCIENT 1"}
344 | )
345 | wrap_subprocess_call(
346 | COMPILER_GSCTOOL, "-m", MODE_PARSE, "-g", GAME_PARSE, "-s", "pc", B2OP, eval_callback=check_gsc_error
347 | )
348 | wrap_subprocess_call(
349 | COMPILER_GSCTOOL, "-m", MODE_COMP, "-g", GAME_COMP, "-s", "pc", arg_path(CWD, PARSED_DIR, B2OP), eval_callback=check_gsc_error
350 | )
351 | file_rename(
352 | os.path.join(CWD, PARSED_DIR, B2OP), os.path.join(CWD, PARSED_DIR, "b2op_precompiled_ancient.gsc")
353 | )
354 | file_rename(
355 | os.path.join(CWD, COMPILED_DIR, B2OP), os.path.join(CWD, COMPILED_DIR, "b2op-ancient.gsc")
356 | )
357 | create_zipfile(
358 | os.path.join(CWD, COMPILED_DIR, "b2op-ancient.zip"),
359 | os.path.join(CWD, COMPILED_DIR, "b2op-ancient.gsc"),
360 | os.path.join(ZMUTILITY_DIR, "_zm_utility.gsc")
361 | )
362 |
363 | flash_hash(os.path.join(CWD, COMPILED_DIR, "b2op-ancient.gsc"))
364 |
365 | # Warn if release has debugger enabled
366 | if gsc.debugger:
367 | print(f"WARNING!!! Debugger is enabled")
368 |
369 | # Reset file
370 | gsc.save(os.path.join(CWD, B2OP), {"#define RAW 0": "#define RAW 1"})
371 |
372 |
373 | if __name__ == "__main__":
374 | main()
375 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # T6-B2OP-PATCH
2 |
3 | Patch for playing world record games in Black Ops II Zombies. Made based on community decision to create an official community patch from March 2023. What makes this patch stick out from among countless patches that have come before it, is focus on optimization, stability, and user freedom. Stuff like box, fridge overrides or characters are fully optional and invoked in-game by the players.
4 |
5 | Patch has already proved itself in multiple top games, including, but not limited to:
6 | - Town [100](https://x.com/Slewya/status/1837385114940022888) No Jug WR by Slewya
7 | - Town [29:14](https://youtu.be/jkJhQG_dsK0) 30sr WR by TheBrokenHead115
8 | - Die Rise [120](https://youtu.be/N0D1UieRNgM) coop WR by Issuez & NoMoleMan
9 | - Mob of the Dead [31:09](https://www.twitch.tv/videos/1918422380) 30sr WR by Becca
10 | - Buried [255](https://www.twitch.tv/videos/2023305226) WR by Blasteress
11 | - Buried [210](https://www.twitch.tv/videos/2241796423) coop WR by Blasteress & notway
12 | - Buried [150](https://www.twitch.tv/videos/1866405878) No Power coop WR by Astrox & Nessquik
13 | - Origins [173](https://www.twitch.tv/videos/2546264620) WR by Vengiix
14 | - Origins [131](https://youtu.be/w2_WvEB6KSs) coop WR by DestroyeR and NoMoleMan
15 |
16 | # Informations
17 |
18 | Please inform me about any issues you may encounter with the patch, so they can be fixed, preferably with decent amount of information in what circumstances an issue occured. The main channel for issues is GitHubs Issues section, although it won't hurt to ask about it on [Discord](https://b2.wtf/discord/) first
19 |
20 | I'm currently the sole developer for B2OP, but the person making almost all important decisions is [Astrox](https://twitter.com/lAsTroXl). The best way to talk to both of us about the patch is joining the Discord from the link above and talk in the dedicated B2 section
21 |
22 | Before reporting a problem, please check out the [FAQ section down below](#faq), you may find answers you're looking for there
23 |
24 | [Also check out a B2 website with useful tools and data](https://b2.wtf/)
25 |
26 | # Categories
27 |
28 | This patch is meant to be used during games of Highrounds, No Powers & Round Speedruns. Below you can see alternatives for other categories
29 |
30 | | Category| Patch | Creator | Link |
31 | | --- | --- | --- | --- |
32 | | First Room | B2FR | Zi0 | [GitHub](https://github.com/B2ORG/T6-B2FR-PATCH) |
33 | | EE Speedrun | Easter Egg GSC Timer | HuthTV | [GitHub](https://github.com/HuthTV/BO2-Easter-Egg-GSC-timer) |
34 | | Song Speedruns | B2SONG | Zi0 | [GitHub](https://github.com/B2ORG/T6-B2SONG-PATCH) |
35 |
36 | > [!TIP]
37 | > For World at War you can check [Evelyn's community patch](https://gitlab.com/EvelynYuki/WAW-Community-Patch/)
38 |
39 | > [!TIP]
40 | > For Black Ops I you can check [Evelyn's CT5 mod](https://gitlab.com/EvelynYuki/Competitive-T5/), in that game patching is NOT allowed, however you can use a plugin (which is similar as you'd use a tool like TIM or LiveSplit with game hooks)
41 |
42 | > [!TIP]
43 | > For Black Ops III you can check [oJumpy's community patches](https://steamcommunity.com/profiles/76561199211441639/myworkshopfiles/?appid=311210)
44 |
45 | # Installation
46 |
47 | Since version 2.0, all scripts that are meant to be used by players are available in [releases](https://github.com/B2ORG/T6-B2OP-PATCH/releases) section. Downloading raw code from code section will not work!
48 |
49 | > [!TIP]
50 | > I've created a video on [how to install these patches](https://youtu.be/yjNbmlya6ik) in case instructions here are unclear
51 |
52 | > [!WARNING]
53 | > Redacted and Ancient Plutonium versions are now DEPRECATED. It means they're no longer guaranteed to receive new features and in the future I'll stop supporting them completely. Black Ops II is at the stage where by using older launchers for record games is pointless and is reducing the competitive integrity of the community, and maintaining the patch for 4 versions (realistically 2905 is already quite different from live) is an extra overhead.
54 | > End of life time for these versions isn't currently set in stone, from my perspective the sooner the better. Currently planning it for the next major release.
55 |
56 | > [!CAUTION]
57 | > Whenever there's a new major patch release (eg. 2.* to 3.0 or 3.* to 4.0), please note that a lot of internal logic changes, therefore stability may not be up to the full standard. While we recommend you update your patch as we fix issues and add new features, we acknowledge increased risk with new major versions, which is why we usually leave most recent release of last major version in releases for some time, so players can access it until new version was battletested and issues have been fixed. We appreciate early adopters, who by reporting any problems help us provide the stable experience.
58 |
59 | ## Plutonium
60 |
61 | Download script `b2op-plutonium.gsc` from releases section, and put it in your Plutonium folder, by default it's located in:
62 |
63 | ```
64 | %LOCALAPPDATA%\Plutonium\storage\t6\raw\scripts\zm
65 | ```
66 |
67 | > [!TIP]
68 | > You can press CTRL + R on your keyboard and paste this string there. Assuming you haven't changed any Plutonium paths, directory with scripts should open right away.
69 |
70 | > [!WARNING]
71 | > Prior to patch version 4.0, the directory we recommended here was `Plutonium\storage\t6\scripts\zm` (the only difference is that `raw` folder in the middle), you should still use that directory if you want to use the patch in 2905. On modern Plutonium, it is recommended to start using the new location (remove the patch you currently have in the old location and place the updated version in the new directory specified above)
72 |
73 | For previous versions, network frame fix script was separate, but now it is built into the patch version for Plutonium (for this reason make sure not to use version for Redacted or Ancient on Plutonium)
74 |
75 | ## Redacted LAN
76 |
77 | Download script `b2op-redacted.gsc` from releases section, and put it in script folder in your Redacted directory.
78 |
79 | ```
80 | .\data\scripts
81 | ```
82 |
83 | > [!WARNING]
84 | > Please do not use `fast_restart` on Redacted, as the patch will not load afterwards. It can also cause the game to just crash outright.
85 |
86 | ## Plutonium - Ancient (r353 and similar)
87 |
88 | To install, download `b2op-ancient.zip` from releases section, and inject it the same way as other patches for Ancient. Do note, zip contains a directory structure and filename that you're suppose to inject without changing it, so far people always injected files called `_clientids.gsc`, but in this case it would not work.
89 |
90 | > [!CAUTION]
91 | > I have found a way of "fixing" the problem with network frame on Ancient Plutonium. In order to do that i need to ship B2OP for that launcher alongside existing 3arc code, which we obtained by decompiling game scripts. Because of it, they many not 100% reflect the proper game logic, we believe it's accurate but it's only as good as the decompiler. Because of that fact, **I CAN NOT** guarantee the game integrity to the extent i can do that with other versions of this patch, use at your own risk!
92 |
93 | > [!TIP]
94 | > Ancient Plutonium injection oftentimes fail, it can sometimes take multiple attempts to successfully inject. A good indicator is, after an injection try to open the console, if it opens the patch has been injected.
95 |
96 | ## B2OP Features
97 |
98 | A high level overview what features are available in each of the versions.
99 |
100 | | Feature | Plutonium | Plutonium (2905) | Redacted | Ancient |
101 | | :--- | :---: | :---: | :---: | :---: |
102 | | Plutonium anticheat integration | ✓ | ✗ | ✗ | ✗ |
103 | | Basic anticheat | ✓ | ✓ | ✓ | ✓ |
104 | | Network frame fix | ✓ | ✓ | ✗ | ✓ |
105 | | Automatic Permaperks & Bank | ✓ | ✓ | ✓ | ✓ |
106 | | Backspeed (with option to adjust) | ✓ | ✓ | ✓ | ✓ |
107 | | Trap / JetGun fix | ✗ | ✓ | ✓ | ✓ |
108 | | HUD timers | ✓ | ✓ | ✓ | ✓ |
109 | | HUD buildable counter | ✓ | ✓ | ✓ | ✓ |
110 | | HUD visibility toggling | ✓¹ | ✓¹ | ✓¹ | ✓¹ |
111 | | Showing time splits on key rounds | ✓ | ✓ | ✓ | ✓ |
112 | | Customizing key rounds for time splits | ✓¹ | ✗ | ✗ | ✗ |
113 | | First Box (configurable) | ✓ | ✓ | ✓¹ | ✓¹ |
114 | | Fridge weapon (configurable) | ✓ | ✓ | ✓¹ | ✓¹ |
115 | | Characters & Viewmodels (configurable) | ✓ | ✓ | ✓ | ✓ |
116 | | Simple trade tracker | ✓ | ✓ | ✓ | ✓ |
117 | | FPS Limiter | ✓ | ✓ | ✓ | ✓ |
118 | | DOF Disabled | ✓ | ✓ | ✓ | ✓ |
119 | | Toogleable Purist no jug mode | ✓ | ✓ | ✓ | ✓ |
120 |
121 | 1. Configuration only as host
122 |
123 | # Patch checksum
124 |
125 | Starting on Plutonium version R4516, the launcher is able to show checksum of each of the patches you have as well as the entire game memory (i'm massively oversimplifying here, geeks give me a break). [Here as an article about what a checksum is](https://www.howtogeek.com/363735/what-is-a-checksum-and-why-should-you-care/). Every file has a different signature, and changing as much as a single letter in the patch changes it's signature entirely.
126 |
127 | 
128 |
129 | As you can see on the screenshot above, each of the GSC files you have loaded into the game is listed by the game. Occurance of this data is navigated by `cg_flashScriptHashes` DVAR (do not worry, the patch will set this DVAR for you automatically, no action required).
130 |
131 | ## Checksum example screenshot breakdown
132 |
133 | Each line represents a different GSC file. At the beginning there are 2 checksums, we're using the 2nd one in parenthesis for validation (the highlighted one). Afterwards comes the file name (if the patch is not compiled) or `(raw (source))` if patch is compiled. In case of B2OP it'll be the latter. You may use tool [mentioned here](#how-can-i-use-checksums-to-validate-patch-in-my-own-or-someone-elses-game) to validate the file using that checksum.
134 |
135 | > [!NOTE]
136 | > Checksums on the screenshots are used for example purposes, they're not representative of currently valid GSC files, do not use those values for validation.
137 |
138 | ## Game memory checksum
139 |
140 | Again, i use this term to help people understand the concept, please do not get mad. Those are checksums generated from the game memory and represent the factual state of your game. This is a combination of patches/mods you loaded and internal game stuff. Those can only be generated by the game and whether or not they'll be useful for checking legitimacy is to be seen. They are not part of this screenshot and are managed by a different DVAR `cg_drawChecksums` (also managed by the patch).
141 |
142 | ## How does B2 ecosystem interact with this new verification process
143 |
144 | Checksum of each new B2 patch version will be attached to the release, which will allow you to verify whether a valid patch is used yourself. In terms of what the patch do, it force enables displaying those checksums certain rounds (details on that below). They are only shown for few seconds and not on milestone rounds (to not ruin screenshots etc.)
145 |
146 | ## How can i use checksums to validate patch in my own or someone elses game
147 |
148 | I've [created a tool](https://b2.wtf/gsc/hash) for doing just that, type in the checksum (one highlighted on the screenshot above) and press `Check`. If checksum is registered in the system, you'll see all the relevant details about the file. Altenatively, you can drag the file itself into the page to see it's checksum (and details if the system has them).
149 |
150 | ## For game verificators
151 |
152 | You should expect checksums to be displayed at the end of following rounds (for version 3.3 onwards)
153 |
154 | End of 18, 28, 38 onwards up to the end, and additionally
155 |
156 | | Type of game | Start of additional displays |
157 | | :--- | :--- |
158 | | Survival Maps Solo | End of .3 rounds from 83 onwards |
159 | | Survival Maps Coop | End of .3 rounds from 73 onwards |
160 | | Survival Maps 3p/4p | End of .3 rounds from 63 onwards |
161 | | Normal Maps Solo | End of .3 rounds from 153 onwards |
162 | | Normal Maps Coop | End of .3 rounds from 103 onwards |
163 | | Normal Maps 3p/4p | End of .3 rounds from 63 onwards |
164 |
165 | # FAQ
166 |
167 | 1) My game is restarting automatically, how do i fix it?
168 |
169 | - You don't, that's intended behavior of the system that's giving you permaperks to prevent a rare bug where permaperks were not taken away from players sometimes. How it works is you load into the game, each player is scanned for missing permaperks, if anyone is missing something, they're awarded missing permaperks, and then the game will force a restart. After the restart you are free to carry on. Do note, most of the time you are going to lose some of the perks almost instantly, so restarts few minutes in will require the process to repeat. Since version 2.0, if you restart on round 1, the permaperk awarding system will not be initiated to prevent issues like infinite restarts on Tranzit, where players would kill a zombie too fast and game would just keep giving them perma headshot damage back.
170 |
171 | 2) I put the patch in the right folder but it does not work
172 |
173 | - Make sure you downloaded right version from [releases section](https://github.com/B2ORG/T6-B2OP-PATCH/releases) (do not download the zip file called Source code, it is added to the release automatically by github and contains raw code, that is not going to work). Failing to do so may result in the patch not working at all, or misbehaving, which in some situations can cause your game to not be legit. Always match names of released files with the launcher you're using. Read Installation instructions above.
174 |
175 | 3) It says the patch gives players first box, which is not legit. How come this patch is deemed an official patch for BO2 records?
176 |
177 | - That's because in order for weapons in the box to be changed, you have to explicitly execute the right command (or chat message, details below in [Overriding box location](#overriding-box-location) section). If you don't do that, the box will remain untouched.
178 |
179 | 4) Is there anything i need to worry about regarding legitimacy of my game while using this patch?
180 |
181 | - Do not use First Box or Box Location modifiers while playing Highrounds, those are OK only for round speedruns (and other categories that explicitly allow it). Make sure you're using the correct version of the patch in relation to your launcher (for example, Redacted version will not fix Network Frame problem on Plutonium, etc.). Also do not use this patch for categories it's not meant for. I've linked alternatives to other categories in a table above in [Categories](#categories) section
182 |
183 | 5) I heard this patch may cause early errors
184 |
185 | - B2OP was built with optimizations for this kind of things in mind. But yes, technically any patch you load (even something so simple that has 5 lines of code and does only one thing) is an additional overhead for the game. From what we've seen so far from players using it, the patch does not directly contribute to any errors. One thing i can recommend is disabling HUD elements, because from what we've been able to measure, that has the biggest overhead from all of the things this patch does. See [HUD](#hud) section to check how to do that
186 |
187 | 6) Why version for Ancient is so different
188 |
189 | - Ancient has an internal bug that's causing something called **network frame** to have a wrong values on coop. What it does, is it's causing certain scripts to execute at different rates. In order to fix it on Ancient specifically, B2OP has to contain a big chunk of the 3arc code that it's replacing (alongside the function that has to be changed in order to fix the flawed network frame behavior). This is causing the file to be distributed as a zip (so you can extract the directory inside of it and it's ready for injection) and is noticeably bigger in size.
190 |
191 | 7) What is a DVAR
192 |
193 | - DVAR is a variable that player can (usually) modify from the game console. DVARs mentioned in this document are all changeable. In order to set a DVAR, press `~` button, then type in dvar name, and value you want to assign to it, like so
194 |
195 | ```
196 | cg_drawReset 1
197 | ```
198 |
199 | 8) Network Frame Fix file is missing from this repository
200 |
201 | - As it's not something i naturally expect players to use (B2OP includes that fix), i moved this file from this repository to [this gist](https://gist.github.com/Zi0MIX/2b9fb6c049111c72d3f9945a45b4c2b1), so you can still use it if you for example develop your own BO2 script
202 |
203 | 9) There is a bunch of text showing up on my screen while playing on Plutonium with this patch
204 |
205 | - Yes, most of it is either Plutonium anticheat stuff that the patch triggers, or data about the game that is useful for both you the player and also people who watch/validate your game. Even tho it may look like a lot, the patch was built to show as little as possible while providing all important info.
206 |
207 | 10) I'm getting an error about having 2 patches loaded at the same time.
208 |
209 | - Plutonium have changed their go-to directory for scripts, but they maintain them for backwards compatibility. Try the following
210 | - Check if you still have a `t6r` folder in your Plutonium directory, if so, just remove it (it's a leftover from earliest versions of Plutonium)
211 | - Check if you have anything in `Plutonium\storage\t6\scripts\zm`, if so, just remove it. The patch should be in `Plutonium\storage\t6\raw\scripts\zm` alongside `ranked.gsc` file according to current Plutonium guidelines.
212 |
213 | 11) I want to play No Jug category without persistent jug
214 |
215 | - There is a dedicated setting to it, a description can be found below, but tl;dr is send `purist 1` chat message as a host and restart the map
216 |
217 | # Steps for basic troubleshooting
218 |
219 | - Make sure you're using correct and up to date version downloaded from releases section on this page.
220 | - Remove other patches. B2 Plugins should not cause any issues, but if you are using any, for the sake of troubleshooting remove them as well.
221 | - Check if the directory the patch is in is correct. Perhaps you have multiple instances of Plutonium or Redacted and you put it in the directory belonging to another instance.
222 |
223 | # HUD
224 |
225 | All HUD elements are toogleable (with the exception of watermarks), below is the table with DVARs that can be used to hide and show them. Change DVAR state by invoking the in-game command line (`~` button by default), enter name of the DVAR and value following the spacebar.
226 |
227 | > [!TIP]
228 | > Disabling hud elements reduces variable allocations of the patch, so if you're a fan of optimizations, toggle all of these off by pasting following line into your console.
229 |
230 | ```
231 | timers 0;splits 0;buildables 0
232 | ```
233 |
234 | | HUD element | DVAR | Default |
235 | | --- | --- | --- |
236 | | Timers | `timers` 0/1 | Enabled |
237 | | SPH print | `splits` 0/1 | Enabled |
238 | | Buildables HUD | `buildables` 0/1 | Enabled |
239 |
240 | ## Kill hud
241 |
242 | You can also permanently disable all B2 hud for the entire game, which will additionally remove some allocations from the script itself. This shouldn't really be necessary, but for a situation where every single child variable counts it can be useful. To do that set the following DVAR
243 |
244 | ```
245 | kill_hud 1
246 | ```
247 |
248 | > [!WARNING]
249 | > Once HUD is killed, you won't be able to re-enable it without restarting the game, normally just hiding it using the method shown above should be enough.
250 |
251 | ## Split display accuracy
252 |
253 | Prior to version 3.5 splits were not fully accurate. Starting on 3.5, B2OP emulates the logic used by original code to calculate the accurate red number moment (end of fade-in transition). Below is a table showing time difference for each split between the actual red number time and time displayed by split message.
254 |
255 | | Round split | Offset (+ seconds) |
256 | | :--- | :---: |
257 | | 30 | -0.25 |
258 | | 50 | -1.25 |
259 | | 70 | -2.25 |
260 | | 100 | -4.25 |
261 |
262 | ## Customizing splits
263 |
264 | On Plutonium version R4516+ you can customize on which rounds splits are going to be shown, in order to do that
265 |
266 | ### Direct file edit
267 |
268 | ```
269 | %localappdata%\Plutonium\storage\t6\raw\scriptdata
270 | ```
271 |
272 | Or wherever your Plutonium is installed. If some part of this path is missing on your pc, just create empty folders.
273 |
274 | Then proceed to create a `b2op` folder inside of scriptdata, create `splits.txt` file inside. You can specify all splits you want displayed there, for example, writing the following contents to the file, will cause splits to show on rounds 15, 18, 21, 24, 27 and 30.
275 |
276 | ```
277 | 15
278 | 18
279 | 21
280 | 24
281 | 27
282 | 30
283 | ```
284 |
285 | ### Chat message
286 |
287 | As of B2OP version 4.4, you can set splits using chat messages as host. Under the hood, the patch will just overwrite contents of the file described above.
288 |
289 | - To check current custom splits settings type `splits` in chat
290 | - To remove custom splits settings and revert to default, type `splits 0`
291 | - To define new set of custom splits, type `splits 2 3 4 5`, which will cause the splits to show on rounds 2, 3, 4 and 5. Adjust round numbers accordingly
292 |
293 | > [!WARNING]
294 | > If the `splits.txt` file is not empty, default splits rounds used by the patch no longer apply, so you need to specify ALL of the rounds you want it to show up yourself.
295 |
296 | > [!NOTE]
297 | > In a coop game, splits defined by the host player will apply to all players.
298 |
299 | > [!WARNING]
300 | > Splits customization (much like any other feature based on file IO) won't work if you have `scr_allowFileIo` dvar set to 0
301 |
302 | # Box / Fridge / Mob key
303 |
304 | This patch has the following capabilites regarding setup:
305 |
306 | - Overriding weapon in the box (First Box Patch)
307 | - Overriding starting box location
308 | - Overriding weapon in the fridge (Fridge Patch)
309 | - Overriding Mob of the Dead key position
310 |
311 | > [!NOTE]
312 | > None of the modules specified above will do anything to your game, unless specific actions described in following sections are taken.
313 |
314 | > [!TIP]
315 | > All 3 modules normally work by host inserting the correct DVAR in the console. However specifically in Plutonium (2905 and live versions) you can also do it via a chat message. Chat command is exactly the same as the console one, unless otherwise specified in the specific section below, this functionality allows offhost players to perform these actions as well.
316 |
317 | ## Managing modules via binds
318 |
319 | On Plutonium you can invoke these commands without typing/copying them in every time by using binds. Binds need to be set in the bind config file.
320 |
321 | Bind config default location
322 |
323 | ```
324 | %localappdata%\Plutonium\storage\t6\players\bindings_zm.bdg
325 | ```
326 |
327 | For example following bind will input the command `fb mk2|galil` after you press `p`
328 |
329 | ```
330 | bind P "fb mk2|galil"
331 | ```
332 |
333 | You can also add `say` in front of the command to make it output chat command for you
334 |
335 | ```
336 | bind P "say fb mk2|galil"
337 | ```
338 |
339 | ## Overriding box location
340 |
341 | Player is allowed to change box location until either round 11 or until box is used.
342 | To change box location, a DVAR `lb` has to be set to the right value. Below is table with values that can be used to set the box.
343 |
344 | | Map | DVAR value | Corresponding location |
345 | | --- | --- | --- |
346 | | Town | `dt` | Double Tap cage |
347 | | Town | `qr` | Quick Revive room |
348 | | Nuketown | `yellow` | Behind yellow house |
349 | | Nuketown | `green` | Behind green house |
350 | | Mob of the Dead | `cafe` | Cafeteria |
351 | | Mob of the Dead | `warden` | Warden's Office |
352 | | Origins | `2` | Generator 2 |
353 | | Origins | `3` | Generator 3 |
354 |
355 | For example:
356 |
357 | ```
358 | lb dt
359 | ```
360 |
361 | ## Overriding box weapon
362 |
363 | Player is allowed to override weapons in the box until round 11, as long as he would be able to get specified weapon under normal conditions.
364 |
365 | Note, in a coop game there are scenarios where first box could give players guns they shouldn't be getting, players are responsible for using the module responsibly. Here is an [example](https://youtu.be/5Tvlf50d6Ec) of something like this happening.
366 |
367 | Player can still get a teddy bear from the box, despite overriding the weapon. If that happens, weapon has to be set again after box appeared in the new spot.
368 |
369 | To set weapon in the box, a DVAR `fb` bas to be set to the right value. Below is table with values that can be used to override weapon. It is also possible to put actual weapon code instead of the key below, assuming players know weapon codes.
370 |
371 | | Weapon | DVAR value |
372 | | --- | --- |
373 | | Ballistic Knife | `bk` |
374 | | Blundergat | `blunder` |
375 | | EMP | `emp` |
376 | | Monkeys | `monk` |
377 | | Paralyzer | `paralyzer` |
378 | | RayGun | `mk1` |
379 | | RayGun MK2 | `mk2` |
380 | | Sliquifier | `sliq` |
381 | | Time Bomb | `time` |
382 | | AK47 | `ak47` |
383 | | AK74u | `ak74` |
384 | | AN94 | `an94` |
385 | | B23R (wall) | `b23r` |
386 | | B23R (box) | `b23re` |
387 | | Chicom CQB | `chic` |
388 | | Death Machine | `dm` |
389 | | DSR50 | `dsr` |
390 | | Executioner | `exe` |
391 | | Fal | `fal` |
392 | | Five-Seven | `57` |
393 | | Five-Seven DW | `257` |
394 | | Galil | `galil` |
395 | | HAMR | `hamr` |
396 | | KAP-40 | `kap` |
397 | | KSG | `ksg` |
398 | | LSAT | `lsat` |
399 | | M1216 | `m1216` |
400 | | M1927 | `tommy` |
401 | | M14 | `m14` |
402 | | M16 | `m16` |
403 | | M27 | `m27` |
404 | | M82A1 Barret | `barret` |
405 | | M8A1 | `m8` |
406 | | MG08 | `mg` |
407 | | MP5 | `mp5` |
408 | | MP40 | `mp40` |
409 | | MTAR | `mtar` |
410 | | Olympia | `oly` |
411 | | PDW57 | `pdw` |
412 | | Python | `pyt` |
413 | | Remington 870 | `remington` |
414 | | RNMA | `rnma` |
415 | | RPD | `rpd` |
416 | | RPG | `rpg` |
417 | | Saiga | `s12` |
418 | | Scar | `scar` |
419 | | Skorpion EVO | `evo` |
420 | | SVU AS | `svu` |
421 | | Tommy Gun | `tommy` |
422 | | Type 25 | `type` |
423 | | War Machine | `wm` |
424 |
425 | For example:
426 |
427 | ```
428 | fb mk2
429 | ```
430 |
431 | Additionally, players can chain multiple weapons via a single message with both methods, following example will yield the first box module triggering 3 times
432 |
433 | ```
434 | fb mk2|monk|galil
435 | ```
436 |
437 | ## Overriding fridge weapon
438 |
439 | Player is allowed to override weapons for himself and his team in the fridge until either round 11 or first use of the fridge. This functionality does not allow for inserting weapons that are not normally allowed to be put in the fridge by the game.
440 | To override fridge weapon, a DVAR `fridge` has to be set to the right value.
441 |
442 | Values from this DVAR can be seen above (in the [Overriding box weapon](#overriding-box-weapon) section), but in order to put upgraded weapon in the fridge, a `+` has to be added in front of the weapon key.
443 |
444 | Example for normal weapon:
445 |
446 | ```
447 | fridge m16
448 | ```
449 |
450 | Example for upgraded weapon:
451 |
452 | ```
453 | fridge +m16
454 | ```
455 |
456 | Example of player setting weapons for everyone (host only):
457 |
458 | ```
459 | fridge all m16
460 | ```
461 |
462 | Example of player setting upgraded weapons for everyone (host only):
463 |
464 | ```
465 | fridge all +m16
466 | ```
467 |
468 | ## Overriding key location
469 |
470 | > [!NOTE]
471 | > This feature is available only on Plutonium 4516+
472 |
473 | Host can override key position on Mob of the Dead. Once changed, the setting persists across game launches as it's saved using stats system (much like character changing). After changing this setting, host must restart the game (as it's only read at the beginning of the game during the normal key spawning logic).
474 |
475 | Set by DVAR or chat message, to set the key to be in Warden's Office, Cafeteria or randomized (default behavior) respectively
476 |
477 | ```
478 | key warden
479 | key cafe
480 | key reset
481 | ```
482 |
483 | Or while in main menu by directly modifying stats, use these commands
484 |
485 | Cafeteria:
486 |
487 | ```
488 | statwriteddl playerstatsbymap zm_prison weaponlocker clip 1;uploadstats
489 | ```
490 |
491 | Warden's Office
492 |
493 | ```
494 | statwriteddl playerstatsbymap zm_prison weaponlocker clip 2;uploadstats
495 | ```
496 |
497 | Default (random)
498 |
499 | ```
500 | statwriteddl playerstatsbymap zm_prison weaponlocker clip 0;uploadstats
501 | ```
502 |
503 | # Basic trade tracker
504 |
505 | Basic trade tracker is a small utility available in survival maps, it prints stats as players pick up RayGuns, and can also be triggered by chat commands.
506 |
507 | ## Chat commands
508 |
509 | - Use `box {weapon}` chat command to display current stats about a weapon (Plutonium only)
510 |
511 | ## Stop trade tracker
512 |
513 | - If you wish to stop the tracker (you don't like it / for allocation purposes), you can use DVAR `kill_box_tracker 1`, this will permanently clear all the logic from the tracker from the game. WARNING! Once disabled, it won't work again in that game.
514 |
515 | # Backspeed
516 |
517 | The patch automatically fixes strafe and backspeed scales to console levels, however since version 4.4 (Plutonium only) it is possible to adjust the value (without having to use cheat protected dvar). In order to change between steam and console backspeed, use following chat messages accordingly
518 |
519 | ```
520 | bs steam
521 | bs fix
522 | ```
523 |
524 | You can also set custom values (between 0.1 and 1). This setting will persist across game launches.
525 |
526 | > [!TIP]
527 | > You can send `bs` in the chat to see the current values.
528 |
529 | For Redacted and Ancient, by default backspeed is fixed. You can change it by settings `steam_backspeed` dvar to `1` and restart the match.
530 |
531 | # Permaperks
532 |
533 | Patch does award players with permaperks on connect, but only at the beginning of the game. Players joining in progress will not be given any permaperks. Every player joining the game past round 15 will have PermaJug taken away from him.
534 | List of permaperks awarded by B2OP
535 |
536 | | Perk | Notes |
537 | | --- | --- |
538 | | Revive | - |
539 | | Better Headshots | - |
540 | | Tombstone | - |
541 | | Mini-Jug | Will not be awarded if game starts past round 15, will also actively be taken from players past round 15 |
542 | | Flopper | Only on Buried |
543 | | Better Box | Given only on Die Rise and Buried. Taken away on Tranzit. Will be forcibly taken away if First Box is used |
544 | | Cash Back | - |
545 | | Sniper Points | - |
546 | | Insta Kill | - |
547 | | Pistol Points | - |
548 | | Double Points | - |
549 |
550 | > [!NOTE]
551 | > The game will restart automatically after awarding players with permaperks, when the sitution allows for it (all launchers solo and Plutonium coop). Otherwise it'll just end, as restarting would cause the crash. In unsupported configurations, all players are recommended to get into a solo game to get their permaperks before starting the coop.
552 |
553 | ## No jug games
554 |
555 | Purist mode enables you to play out a No Jug game without persistent jug permaperk. In order to enable this mode, you can either use this command BEFORE the game, or send a chat text message in game and restart
556 |
557 | - Command to enable purist before the game
558 | ```
559 | statwriteddl playerstatsbymap zm_prison weaponlocker stock 1;uploadstats
560 | ```
561 |
562 | - Chat message to enable purist in game (requires a restart)
563 | ```
564 | purist 1
565 | ```
566 |
567 | - Command to disable purist before the game
568 | ```
569 | statwriteddl playerstatsbymap zm_prison weaponlocker stock 0;uploadstats
570 | ```
571 |
572 | - Chat message to disable purist in game (requires a restart)
573 | ```
574 | purist 0
575 | ```
576 |
577 | > [!TIP]
578 | > To check current status of purist (whether it's enabled or not), just send `purist` in the chat
579 |
580 | > [!CAUTION]
581 | > Changing this option mid game technically applies instantly, but your game may not be possible to classify as either with or without perma jug if you toggle it mid game and then carry on. Always restart after changing the mode. If purist was enabled but someone disabled it, an appropriate watermark is displayed (as it enables violations by reconnecting with permajug before r15).
582 |
583 | > [!INFO]
584 | > Aside from status message, a watermark is generated to show that the game is played on the purist mode. This watermark will be removed from the screen after round 15 to not interrupt with the game, the status message will work throught the entire game.
585 |
586 | # Tank fix
587 |
588 | On Plutonium R4516+, the tank has been changed to match how it works on Steam and Console. Prior to B2OP Version 4.1 the fix to that was it's own file, but now it's integrated right into the main patch. The implementation is backwards compatibile, which means you can keep using the file, only if file does not exist, the new implementation is used.
589 |
590 | New version can be toggled at any time, to do that, simply put following message in the game chat (host only).
591 |
592 | ```
593 | tank depatch
594 | ```
595 |
596 | > [!NOTE]
597 | > The toggle does not work for the standalone file, if it's loaded by the game, depatch is always active.
598 |
599 | > [!TIP]
600 | > You can hear about this topic [in this video](https://youtu.be/p8s-4b4D1J8)
601 |
602 | # Characters
603 |
604 | Up until version 3.0, it was possible to set characters via Plugins system, but it's not particulary easy nor user friendly, so a new version of this system has been created.
605 |
606 | > [!NOTE]
607 | > You don't need to have the patch in for character selections to work if you're the off-host player, as long as the host has it, it'll work.
608 |
609 | > [!NOTE]
610 | > If in a coop game a player does not use any preset, it is possible for him to take a character before player with that character set. In that case preset will not work. In order for the system to work properly, have all players in the game set their presets.
611 |
612 | > [!NOTE]
613 | > Character settings are the same for B2FR & B2OP, which means you don't need to change the settings between these 2 patches
614 |
615 | > [!TIP]
616 | > When using fast_restart, characters for off-host players are evaluated before host (that's how the game does it). I've decided to not change this behavior as it'd require further changes of the existing game logic. Instead, in order to preserve priority of character selection, use map_restart command.
617 |
618 | ## Character commands
619 |
620 | In order to set a character, paste the right command into the console in the main menu before the game actually begins, or use chat message method on Plutonium. For survival maps, host setting applies to all players. Please note, if a character is already taken, your setting will not be applied.
621 |
622 | - CIA
623 |
624 | ```
625 | statwriteddl playerstatsbymap zm_highrise weaponlocker lh_clip 2;uploadstats
626 | ```
627 |
628 | - CDC
629 |
630 | ```
631 | statwriteddl playerstatsbymap zm_highrise weaponlocker lh_clip 1;uploadstats
632 | ```
633 |
634 | - Misty
635 |
636 | ```
637 | statwriteddl playerstatsbymap zm_highrise weaponlocker clip 3;uploadstats
638 | ```
639 |
640 | - Russman
641 |
642 | ```
643 | statwriteddl playerstatsbymap zm_highrise weaponlocker clip 1;uploadstats
644 | ```
645 |
646 | - Stuhlinger
647 |
648 | ```
649 | statwriteddl playerstatsbymap zm_highrise weaponlocker clip 2;uploadstats
650 | ```
651 |
652 | - Marlton
653 |
654 | ```
655 | statwriteddl playerstatsbymap zm_highrise weaponlocker clip 4;uploadstats
656 | ```
657 |
658 | - Weasel
659 |
660 | ```
661 | statwriteddl playerstatsbymap zm_highrise weaponlocker stock 4;uploadstats
662 | ```
663 |
664 | - Billy
665 |
666 | ```
667 | statwriteddl playerstatsbymap zm_highrise weaponlocker stock 3;uploadstats
668 | ```
669 |
670 | - Sal
671 |
672 | ```
673 | statwriteddl playerstatsbymap zm_highrise weaponlocker stock 2;uploadstats
674 | ```
675 |
676 | - Finn
677 |
678 | ```
679 | statwriteddl playerstatsbymap zm_highrise weaponlocker stock 1;uploadstats
680 | ```
681 |
682 | - Dempsey
683 |
684 | ```
685 | statwriteddl playerstatsbymap zm_highrise weaponlocker alt_clip 1;uploadstats
686 | ```
687 |
688 | - Nikolai
689 |
690 | ```
691 | statwriteddl playerstatsbymap zm_highrise weaponlocker alt_clip 2;uploadstats
692 | ```
693 |
694 | - Takeo
695 |
696 | ```
697 | statwriteddl playerstatsbymap zm_highrise weaponlocker alt_clip 4;uploadstats
698 | ```
699 |
700 | - Richtofen
701 |
702 | ```
703 | statwriteddl playerstatsbymap zm_highrise weaponlocker alt_clip 3;uploadstats
704 | ```
705 |
706 | ## Reset character presets
707 |
708 | In order to disable presets (to restore randomized characters) use following commands
709 |
710 | - Survival maps
711 |
712 | ```
713 | statwriteddl playerstatsbymap zm_highrise weaponlocker lh_clip 0;uploadstats
714 | ```
715 |
716 | - Tranzit / Die Rise / Buried
717 |
718 | ```
719 | statwriteddl playerstatsbymap zm_highrise weaponlocker clip 0;uploadstats
720 | ```
721 |
722 | - Mob of the Dead
723 |
724 | ```
725 | statwriteddl playerstatsbymap zm_highrise weaponlocker stock 0;uploadstats
726 | ```
727 |
728 | - Origins
729 |
730 | ```
731 | statwriteddl playerstatsbymap zm_highrise weaponlocker alt_clip 0;uploadstats
732 | ```
733 |
734 | ## Chat commands on Plutonium
735 |
736 | On Plutonium you can use chat commands to manage characters. After changing the settings, the game will have to be restarted to take effect (that's the recommended way to change characters in game, as stat command may not always work). The patch will only listen for the chat messages about characters for first two rounds. Enter following message into the chat:
737 |
738 | ```
739 | char
740 | ```
741 |
742 | Where is the name of the character. Following values are accepted:
743 |
744 | ```
745 | misty russman stuhlinger marlton weasel billy sal finn dempsey nikolai takeo richtofen cia cdc
746 | ```
747 |
748 | You can also reset character presets by typing in
749 |
750 | ```
751 | char reset
752 | ```
753 |
754 | > [!TIP]
755 | > You can check which preset you currently have set by entering `whoami` in the chat
756 |
757 | ## Redacted offline mode
758 |
759 | Because this system is based on player stats that are not available, when in Redacted offline mode, characters are operated differently. You need to enter the match, set the character via a DVAR and use `map_restart` command. As oppose to using stats system, this will not persist across game launches.
760 |
761 | For characters use following DVARs
762 |
763 | - CDC, Russman, Finn, Dempsey
764 |
765 | ```
766 | set_character 1
767 | ```
768 |
769 | - CIA, Stuhlinger, Sal, Nikolai
770 |
771 | ```
772 | set_character 2
773 | ```
774 |
775 | - Misty, Billy, Richtofen
776 |
777 | ```
778 | set_character 3
779 | ```
780 |
781 | - Marlton, Weasel, Takeo
782 |
783 | ```
784 | set_character 4
785 | ```
786 |
787 | - Random character
788 |
789 | ```
790 | set_character 0
791 | ```
792 |
793 | ## Viewmodel swapping
794 |
795 | As a response to drawbacks in the character system, we added additional functionaltiy that allows you to swap only the viewmodel (hands in first person), as oppose to the entire character. Changes here will apply instantly and have no effect to any game logic (as far as the game is concerned, the character has not been changed). You may swap viewmodels either by using `view` chat message or `viewmodel` dvar, followed by one of these values
796 |
797 | ```
798 | misty russman stuhlinger marlton weasel billy sal finn dempsey nikolai takeo richtofen cia cdc
799 | ```
800 |
801 | or
802 |
803 | ```
804 | reset
805 | ```
806 |
807 | to set viewmodel back to what it should be with your original character.
808 |
809 | # Strat tester mode
810 |
811 | Since version 4.3, the patch natively supports running alongside strattester mods on modern Plutonium clients, if that happens many functionalities can be disabled, such as
812 | - First box module
813 | - HUD
814 | - Checking DVARs (anticheat)
815 | - Permaperk system
816 |
817 | Please note, in strat tester mode the patch is not suitable for competitive games.
818 |
819 | ## For developers
820 |
821 | In order to enable integration, you should set one of the following to true `level.strat_tester` or `level.b2_strat_tester`
822 |
823 | If you set `level.strat_tester` to true, all modules listed above are disabled. If you set `level.b2_strat_tester` to true, you'll be able to define which modules you wish to disable via flags (table below).
824 |
825 | > [!WARNING]
826 | > Make sure to set the variable and flags very early on, either at the top of `init()` or in `main()` function, B2OP will check for them in the init sequence already
827 |
828 | | Flag | Module | Since |
829 | | :---: | :---: | :---: |
830 | | `b2_strattester_fb` | First Box | 4.3 |
831 | | `b2_strattester_hud` | HUD | 4.3 |
832 | | `b2_strattester_anticheat` | Dvar scanner | 4.3 |
833 | | `b2_strattester_pers` | Perma perks | 4.3 |
834 |
835 | # Contributions
836 |
837 | If you'd like to contribute to the code, please fork this repository, apply changes / fixes and open a pull request. If the change is in line with rules and the purpose of this patch, it'll be merged and a new version of the patch will be released.
838 |
839 | Since version 2.0, it's become a bit harder to work on the patch (natural progression i suppose), following things are required:
840 |
841 | - [Python](https://www.python.org/downloads/windows/) 3.12 or newer
842 | - [gsc-tool](https://github.com/xensik/gsc-tool/releases) 1.4.0 or newer
843 |
844 | Install Python (and make sure to check adding it to the system PATH while doing so). Download gsc-tool, do not change the name of the program. Put everything in the patch main directory.
845 |
846 | After applying desired changes, run script `compile.py` while in the patch main directory (press on address bar in the folder view, put `cmd` and press enter. A command line will open with that folder already set). Run script by putting in `python compile.py`. If you did everything right, script should compile everything for you and put stuff in right folders.
847 |
848 | > [!NOTE]
849 | > Please note, as the modding scene for BO2 is still very young, stuff and tech is changing rapidly. Above description may not always be up to date, but i will try to not let that happen too often.
850 |
851 | # Weaponlocker stats allocations for B2 patches
852 |
853 | Here is a list of weaponlocker stats B2 patches use to persist settings. Note, Tranzit stats are all used by the game, all the other maps are available to use by modders.
854 |
855 | | Map | Stat | Component | Effect |
856 | | :---: | :---: | :---: | :--- |
857 | | zm_highrise | clip | Characters | Controls character preset on Victis maps |
858 | | zm_highrise | stock | Characters | Controls character preset on MOTD |
859 | | zm_highrise | alt_clip | Characters | Controls character preset on Origins |
860 | | zm_highrise | lh_clip | Characters | Controls character preset on survival maps |
861 | | zm_prison | clip | RNG | (B2OP) Controls MOTD key position overrides |
862 | | zm_prison | stock | Permaperks | (B2OP) Controls Purist mode |
863 | | zm_prison | alt_clip | Gameplay | (B2OP) Controls strafespeed scale |
864 | | zm_prison | lh_clip | Gameplay | (B2OP) Controls backspeed scale |
865 | | zm_tomb | clip | Gameplay | (B2OP) Controls tank depatching |
866 |
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