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Advanced Weapon Framework.lua
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Advanced Weapon Framework.lua
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--/////////////////////////////////////--
local modName = "Advanced Weapon Framework"
local modAuthor = "SilverEzredes"
local modUpdated = "10/12/2024"
local modVersion = "v3.4.60"
local modCredits = "praydog; alphaZomega; MrBoobieBuyer; Lotiuss"
--/////////////////////////////////////--
local AWF = require("AWFCore")
local func = require("_SharedCore/Functions")
local scene = func.get_CurrentScene()
local last_time = 0.0
local tick_interval = 1.0 / 5.0
NowLoading = false
AWF_Inventory_Found = false
AWF_RE2 = {
currentWeaponEnum = nil
}
local AWF_Cache = {
get_DrawSelf = "get_DrawSelf",
Inventory_RE7 = "InventoryMenu",
Inventory_RE2 = "GUI_NewInventory",
Inventory_RE3 = scene:call("findGameObject(System.String)", "GUI_Inventory"),
Inventory_RE8 = "GUIInventoryMenu",
Inventory_RE4 = "Gui_ui3006",
LoadingTipsGUI_RE7 = "TipsGUI",
LoadingGUI_RE2 = "GUI_GameSceneLoading",
LoadingGUI_RE3 = "GUI_GameSceneLoading",
LoadingGUI_RE8 = "GUISceneLoading",
LoadingGUI_RE4 = "Gui_ui0600",
}
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: RE2R
local playerContext_RE2 = nil
local playerID_RE2 = nil
local isPlayerInScene_RE2 = false
local function get_playerContext_RE2()
local playerManager
playerManager = sdk.get_managed_singleton(sdk.game_namespace("PlayerManager"))
playerContext_RE2 = playerManager and playerManager:call("get_CurrentPlayer")
playerID_RE2 = playerManager and playerManager:call("get_CurrentPlayerType")
return playerContext_RE2, playerID_RE2
end
local function check_if_playerIsInScene_RE2()
get_playerContext_RE2()
if playerContext_RE2 ~= nil then
isPlayerInScene_RE2 = true
elseif playerContext_RE2 == nil or {} then
isPlayerInScene_RE2 = false
end
end
-- This is the master function for RE2R, updates *all* AWF data on loading screens.
local function check_for_loading_screen_RE2()
check_if_playerIsInScene_RE2()
tick_interval = 1.0 / 2.0
local loading_screen_GameObject_RE2 = func.get_GameObject(scene, AWF_Cache.LoadingGUI_RE2)
if loading_screen_GameObject_RE2 then
local loading_screen_RE2 = loading_screen_GameObject_RE2:call(AWF_Cache.get_DrawSelf)
if loading_screen_RE2 and isPlayerInScene_RE2 then
if os.clock() - last_time < tick_interval then return end
log.info("[AWF] [--------------------- Loading... All AWF Data Updated!]")
log.info("[AWF] [--------------------- Version: " .. modVersion .. " Updated: " .. modUpdated .. "]")
NowLoading = true
for _, weapon in pairs(AWF.AWF_settings.RE2.Weapons) do
weapon.isUpdated = true
AWF.get_WeaponData_RE2(AWF.AWF_settings.RE2.Weapons)
if weapon.Type ~= "KNF" then
local selected_preset = AWF.AWF_settings.RE2.Weapon_Params[weapon.ID].Weapon_Presets[AWF.AWF_settings.RE2.Weapon_Params[weapon.ID].current_param_indx]
if selected_preset ~= weapon.Name .. " Default" and selected_preset ~= nil then
log.info("[AWF] [--------------------- [Auto Preset Loader] Loaded '" .. selected_preset .. "' for " .. weapon.Name .. "]")
local json_filepath = [[AWF\\AWF_Weapons\\]] .. weapon.Name .. [[\\]] .. selected_preset .. [[.json]]
local temp_params = json.load_file(json_filepath)
temp_params.Weapon_Presets = nil
temp_params.current_param_indx = nil
for key, value in pairs(temp_params) do
AWF.AWF_settings.RE2.Weapon_Params[weapon.ID][key] = value
end
elseif selected_preset == nil or {} then
AWF.AWF_settings.RE2.Weapon_Params[weapon.ID].current_param_indx = 1
end
end
if AWFNS then
AWFNS.toggle_night_sights_RE2(AWF.AWF_settings.RE2.Weapons, AWFNS.AWFNS_Settings.RE2_Night_Sights)
end
if AWFLS then
AWFLS.get_laser_sights_RE2(AWF.AWF_settings.RE2.Weapons, AWFLS.AWFLS_Settings.RE2_Laser_Sights)
log.info("[AWF-LS] [--------------------- Loading... AWF-LS Data Updated.]")
end
end
last_time = os.clock()
end
elseif not loading_screen_GameObject_RE2 and NowLoading and isPlayerInScene_RE2 then
AWF.cache_AWF_json_files_RE2(AWF.AWF_settings.RE2.Weapons)
for _, weapon in pairs(AWF.AWF_settings.RE2.Weapons) do
weapon.isUpdated = false
log.info("[AWF] [--------------------- No longer Loading... AWF Data Stopped Updating.]")
end
if AWFGS then
AWFGS.get_MasterMaterialData_RE2(AWF.AWF_settings.RE2.Weapons)
AWFGS.dump_CurrentMaterialParam_json_RE2(AWF.AWF_settings.RE2.Weapons)
AWFGS.cache_AWFGS_json_files_RE2(AWF.AWF_settings.RE2.Weapons)
log.info("[AWF-GS] [--------------------- No longer Loading... AWF-GS Data Updated.]")
end
NowLoading = false
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
local function check_for_inventory_RE2()
local inventory_GUI_RE2 = func.get_GameObject(scene, AWF_Cache.Inventory_RE2)
if inventory_GUI_RE2 then
local inventory = inventory_GUI_RE2:call(AWF_Cache.get_DrawSelf)
if inventory and not AWF_Inventory_Found then
AWF_Inventory_Found = true
log.info("[AWF] [------------------------------------------------------- AWF Inventory found, AWF data updated!]")
for _, weapon in pairs(AWF.AWF_settings.RE2.Weapons) do
weapon.isUpdated = true
AWF.get_WeaponData_RE2(AWF.AWF_settings.RE2.Weapons)
end
if AWFGS then
AWFGS_inventoryUpdater_RE2 = true
end
elseif not inventory and AWF_Inventory_Found then
for _, weapon in pairs(AWF.AWF_settings.RE2.Weapons) do
weapon.isUpdated = false
end
AWF_Inventory_Found = false
log.info("[AWF] [--------------------- Closed AWF Inventory.]")
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
if reframework.get_game_name() == "re2" then
sdk.hook(sdk.find_type_definition("app.ropeway.survivor.SurvivorCondition"):get_method("get_EquipWeaponType"),
nil,
function(retval)
AWF_RE2.currentWeaponEnum = sdk.to_int64(retval)
end
)
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: RE3R
local function check_for_loading_screen_RE3()
-- This is the master function for RE3R, updates *all* AWF data on loading screens.
local loading_screen_GameObject_RE3 = func.get_GameObject(scene, AWF_Cache.LoadingGUI_RE3)
if loading_screen_GameObject_RE3 then
local loading_screen_RE3 = loading_screen_GameObject_RE3:call(AWF_Cache.get_DrawSelf)
if loading_screen_RE3 then
if os.clock() - last_time < tick_interval then return end
NowLoading = true
for _, weapon in pairs(AWF.AWF_settings.RE3.Weapons) do
weapon.isUpdated = true
AWF.cache_weapon_gameobjects_RE3(AWF.AWF_settings.RE3.Weapons)
if AWFNS then
AWFNS.toggle_night_sights_RE3(AWF.AWF_settings.RE3.Weapons, AWFNS.AWFNS_Settings.RE3_Night_Sights)
end
if AWFGS then
if AWFGS.AWFGS_Settings.RE3_Gunsmith[weapon.ID] ~= nil then
AWFGS.AWFGS_Settings.RE3_Gunsmith[weapon.ID].isUpdated = true
AWFGS.dump_weapon_parts_json_RE3(AWF.AWF_settings.RE3.Weapons)
end
AWFGS.weapon_parts_Manager_RE3(AWF.AWF_settings.RE3.Weapons, AWFGS.AWFGS_Settings.RE3_Gunsmith)
AWFGS.update_weapon_parts_Manager_RE3(AWF.AWF_settings.RE3.Weapons, AWFGS.AWFGS_Settings.RE3_Gunsmith)
end
end
log.info("--------------------- Loading... All AWF Data Updated!")
last_time = os.clock()
end
elseif not loading_screen_GameObject_RE3 and NowLoading then
for _, weapon in pairs(AWF.AWF_settings.RE3.Weapons) do
weapon.isUpdated = false
log.info("--------------------- No longer Loading... AWF Data Stopped Updating.")
end
NowLoading = false
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings.RE3)
end
end
local function check_for_inventory_RE3()
local inventory_GUI_RE3 = AWF_Cache.Inventory_RE3
if inventory_GUI_RE3 then
local inventory = inventory_GUI_RE3:call(AWF_Cache.get_DrawSelf)
if inventory and not AWF_Inventory_Found then
AWF_Inventory_Found = true
log.info("------------------------------------------------------- AWF Inventory found, AWF data updated!")
for _, weapon in pairs(AWF.AWF_settings.RE3.Weapons) do
weapon.isUpdated = true
AWF.cache_weapon_gameobjects_RE3(AWF.AWF_settings.RE3.Weapons)
end
elseif not inventory and AWF_Inventory_Found then
for _, weapon in pairs(AWF.AWF_settings.RE3.Weapons) do
weapon.isUpdated = false
end
AWF_Inventory_Found = false
log.info("--------------------- Closed AWF Inventory.")
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings.RE3)
end
end
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: RE4R
local playerContext_RE4 = nil
local isPlayerInScene_RE4 = false
local function get_playerContext_RE4()
local character_manager
character_manager = sdk.get_managed_singleton(sdk.game_namespace("CharacterManager"))
playerContext_RE4 = character_manager and character_manager:call("getPlayerContextRef")
return playerContext_RE4
end
local function check_if_playerIsInScene_RE4()
get_playerContext_RE4()
if playerContext_RE4 ~= nil then
isPlayerInScene_RE4 = true
elseif playerContext_RE4 == nil or {} then
isPlayerInScene_RE4 = false
end
end
-- This is the master function for RE4R, updates *all* AWF data on loading screens.
local function check_for_loading_screen_RE4()
check_if_playerIsInScene_RE4()
tick_interval = 1.0 / 1.0
local loading_screen_GameObject_RE4 = func.get_GameObject(scene, AWF_Cache.LoadingGUI_RE4)
if loading_screen_GameObject_RE4 then
local loading_screen_RE4 = loading_screen_GameObject_RE4:call(AWF_Cache.get_DrawSelf)
if loading_screen_RE4 and isPlayerInScene_RE4 then
if os.clock() - last_time < tick_interval then return end
log.info("[AWF] [--------------------- Loading... All AWF Data Updated!]")
log.info("[AWF] [--------------------- Version: " .. modVersion .. " Updated: " .. modUpdated .. "]")
NowLoading = true
for _, weapon in pairs(AWF.AWF_settings.RE4.Weapons) do
weapon.isUpdated = true
weapon.isCatalogUpdated = true
weapon.isCustomCatalogUpdated = true
weapon.isInventoryUpdated = true
AWF.get_WeaponData_RE4(AWF.AWF_settings.RE4.Weapons)
local selected_preset = AWF.AWF_settings.RE4.Weapon_Params[weapon.ID].Weapon_Presets[AWF.AWF_settings.RE4.Weapon_Params[weapon.ID].current_param_indx]
if selected_preset ~= weapon.Name .. " Default" and selected_preset ~= nil then
log.info("[AWF] [--------------------- Loaded " .. selected_preset .. " for " .. weapon.Name)
local json_filepath = [[AWF\\AWF_Weapons\\]] .. weapon.Name .. [[\\]] .. selected_preset .. [[.json]]
local temp_params = json.load_file(json_filepath)
temp_params.Weapon_Presets = nil
temp_params.current_param_indx = nil
for key, value in pairs(temp_params) do
AWF.AWF_settings.RE4.Weapon_Params[weapon.ID][key] = value
end
elseif selected_preset == nil or {} then
AWF.AWF_settings.RE4.Weapon_Params[weapon.ID].current_param_indx = 1
end
if AWFNS then
AWFNS.toggle_night_sights_RE4(AWF.AWF_settings.RE4.Weapons, AWFNS.AWFNS_Settings.RE4_Night_Sights)
end
end
last_time = os.clock()
elseif not loading_screen_RE4 and NowLoading and isPlayerInScene_RE4 then
AWF.cache_AWF_json_files_RE4(AWF.AWF_settings.RE4.Weapons)
for _, weapon in pairs(AWF.AWF_settings.RE4.Weapons) do
weapon.isUpdated = false
weapon.isCatalogUpdated = false
weapon.isCustomCatalogUpdated = false
weapon.isInventoryUpdated = false
log.info("[AWF] [--------------------- No longer Loading... AWF Data Stopped Updating.]")
end
if AWFGS then
AWFGS.get_MasterMaterialData_RE4(AWF.AWF_settings.RE4.Weapons)
AWFGS.dump_CurrentMaterialParam_json_RE4(AWF.AWF_settings.RE4.Weapons)
AWFGS.cache_AWFGS_json_files_RE4(AWF.AWF_settings.RE4.Weapons)
log.info("[AWF-GS] [--------------------- No longer Loading... AWF-GS Data Updated.]")
end
NowLoading = false
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
local function check_for_inventory_RE4()
local inventory_GUI_RE4 = func.get_GameObject(scene, AWF_Cache.Inventory_RE4)
if inventory_GUI_RE4 then
local inventory = inventory_GUI_RE4:call(AWF_Cache.get_DrawSelf)
if inventory and not AWF_Inventory_Found then
AWF_Inventory_Found = true
log.info("[AWF] [------------------------------------------------------- AWF Inventory found, AWF data updated!]")
for _, weapon in pairs(AWF.AWF_settings.RE4.Weapons) do
weapon.isUpdated = true
weapon.isInventoryUpdated = true
AWF.get_WeaponData_RE4(AWF.AWF_settings.RE4.Weapons)
end
if AWFGS then
AWFGS_inventoryUpdater_RE4 = true
end
elseif not inventory and AWF_Inventory_Found then
for _, weapon in pairs(AWF.AWF_settings.RE4.Weapons) do
weapon.isUpdated = false
weapon.isInventoryUpdated = false
end
AWF_Inventory_Found = false
log.info("[AWF] [--------------------- Closed AWF Inventory.]")
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: RE7
local function check_for_loading_screen_RE7()
-- This is the master function for RE7, updates *all* AWF data on loading screens.
local loading_tip_GameObject_RE7 = func.get_GameObject(scene, AWF_Cache.LoadingTipsGUI_RE7)
if loading_tip_GameObject_RE7 then
local loading_tip_on_screen = loading_tip_GameObject_RE7:call(AWF_Cache.get_DrawSelf)
if loading_tip_on_screen then
if os.clock() - last_time < tick_interval then return end
NowLoading = true
for _, weapon in pairs(AWF.AWF_settings.RE7.Weapons) do
weapon.isUpdated = true
AWF.cache_weapon_gameobjects_RE7(AWF.AWF_settings.RE7.Weapons)
if AWFNS then
AWFNS.toggle_night_sights_RE7(AWF.AWF_settings.RE7.Weapons, AWFNS.AWFNS_Settings.RE7_Night_Sights)
end
if AWFGS then
if AWFGS.AWFGS_Settings.RE7_Gunsmith[weapon.ID] ~= nil then
AWFGS.AWFGS_Settings.RE7_Gunsmith[weapon.ID].isUpdated = true
AWFGS.dump_weapon_parts_json_RE7(AWF.AWF_settings.RE7.Weapons)
end
AWFGS.weapon_parts_Manager_RE7(AWF.AWF_settings.RE7.Weapons, AWFGS.AWFGS_Settings.RE7_Gunsmith)
AWFGS.update_weapon_parts_Manager_RE7(AWF.AWF_settings.RE7.Weapons, AWFGS.AWFGS_Settings.RE7_Gunsmith)
end
end
log.info("--------------------- Loading... All AWF Data Updated!")
last_time = os.clock()
elseif not loading_tip_on_screen and NowLoading then
for _, weapon in pairs(AWF.AWF_settings.RE7.Weapons) do
weapon.isUpdated = false
log.info("--------------------- No longer Loading... AWF Data Stopped Updating.")
end
NowLoading = false
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
local function check_for_inventory_RE7()
local inventory_GUI_RE7 = func.get_GameObject(scene, AWF_Cache.Inventory_RE7)
if inventory_GUI_RE7 then
local inventory = inventory_GUI_RE7:call(AWF_Cache.get_DrawSelf)
if inventory and not AWF_Inventory_Found then
AWF_Inventory_Found = true
log.info("------------------------------------------------------- AWF Inventory found, AWF data updated!")
for _, weapon in pairs(AWF.AWF_settings.RE7.Weapons) do
weapon.isUpdated = true
AWF.cache_weapon_gameobjects_RE7(AWF.AWF_settings.RE7.Weapons)
end
elseif not inventory and AWF_Inventory_Found then
for _, weapon in pairs(AWF.AWF_settings.RE7.Weapons) do
weapon.isUpdated = false
end
AWF_Inventory_Found = false
log.info("--------------------- Closed AWF Inventory.")
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: RE8
local function check_for_loading_screen_RE8()
-- This is the master function for RE8, updates *all* AWF data on loading screens.
local loading_screen_GameObject_RE8 = func.get_GameObject(scene, AWF_Cache.LoadingGUI_RE8)
if loading_screen_GameObject_RE8 then
local loading_screen_RE8 = loading_screen_GameObject_RE8:call(AWF_Cache.get_DrawSelf)
if loading_screen_RE8 then
if os.clock() - last_time < tick_interval then return end
NowLoading = true
for _, weapon in pairs(AWF.AWF_settings.RE8.Weapons) do
weapon.isUpdated = true
if AWFGS then
if AWFGS.AWFGS_Settings.RE8_Gunsmith[weapon.ID] ~= nil then
AWFGS.AWFGS_Settings.RE8_Gunsmith[weapon.ID].isUpdated = true
end
end
if AWFNS then
AWFNS.toggle_night_sights_RE8(AWF.AWF_settings.RE8.Weapons, AWFNS.AWFNS_Settings.RE8_Night_Sights)
end
end
log.info("--------------------- Loading... All AWF Data Updated!")
last_time = os.clock()
elseif not loading_screen_RE8 and NowLoading then
for _, weapon in pairs(AWF.AWF_settings.RE8.Weapons) do
AWF.cache_weapon_gameobjects_RE8(AWF.AWF_settings.RE8.Weapons)
if AWFGS then
if AWFGS.AWFGS_Settings.RE8_Gunsmith[weapon.ID] ~= nil then
AWFGS.dump_weapon_parts_json_RE8(AWF.AWF_settings.RE8.Weapons)
end
AWFGS.weapon_parts_Manager_RE8(AWF.AWF_settings.RE8.Weapons, AWFGS.AWFGS_Settings.RE8_Gunsmith)
AWFGS.update_weapon_parts_Manager_RE8(AWF.AWF_settings.RE8.Weapons, AWFGS.AWFGS_Settings.RE8_Gunsmith)
end
weapon.isUpdated = false
log.info("--------------------- No longer Loading... AWF Data Stopped Updating.")
end
NowLoading = false
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
local function check_for_inventory_RE8()
local inventory_GUI_RE8 = func.get_GameObject(scene, AWF_Cache.Inventory_RE8)
if inventory_GUI_RE8 then
local inventory = inventory_GUI_RE8:call(AWF_Cache.get_DrawSelf)
if inventory and not AWF_Inventory_Found then
AWF_Inventory_Found = true
log.info("------------------------------------------------------- AWF Inventory found, AWF data updated!")
for _, weapon in pairs(AWF.AWF_settings.RE8.Weapons) do
weapon.isUpdated = true
AWF.cache_weapon_gameobjects_RE8(AWF.AWF_settings.RE8.Weapons)
end
elseif not inventory and AWF_Inventory_Found then
for _, weapon in pairs(AWF.AWF_settings.RE8.Weapons) do
weapon.isUpdated = false
end
AWF_Inventory_Found = false
log.info("--------------------- Closed AWF Inventory.")
json.dump_file("AWF/AWF_Settings.json", AWF.AWF_settings)
end
end
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--MARK: On Frame
re.on_frame(function()
if reframework.get_game_name() == "re2" then
check_for_inventory_RE2()
check_for_loading_screen_RE2()
AWF.update_WeaponData_RE2()
end
if reframework.get_game_name() == "re3" then
check_for_inventory_RE3()
check_for_loading_screen_RE3()
AWF.update_cached_weapon_gameobjects_RE3()
end
if reframework.get_game_name() == "re4" then
check_for_inventory_RE4()
check_for_loading_screen_RE4()
AWF.update_WeaponData_RE4()
end
if reframework.get_game_name() == "re7" then
check_for_inventory_RE7()
check_for_loading_screen_RE7()
AWF.update_cached_weapon_gameobjects_RE7()
end
if reframework.get_game_name() == "re8" then
check_for_inventory_RE8()
check_for_loading_screen_RE8()
AWF.update_cached_weapon_gameobjects_RE8()
end
end)