s1-mod/src/client/component/weapon.cpp
2025-01-20 15:18:35 -06:00

114 lines
2.8 KiB
C++

#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "console.hpp"
#include "fastfiles.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/hook.hpp>
#include <utils/memory.hpp>
namespace weapon
{
namespace
{
utils::hook::detour g_setup_level_weapon_def_hook;
void g_setup_level_weapon_def_stub()
{
// precache level weapons first
g_setup_level_weapon_def_hook.invoke<void>();
std::vector<game::WeaponDef*> weapons;
// find all weapons in asset pools
fastfiles::enum_assets(game::ASSET_TYPE_WEAPON, [&weapons](game::XAssetHeader header)
{
weapons.push_back(reinterpret_cast<game::WeaponDef*>(header.data));
}, false);
// sort weapons
std::sort(weapons.begin(), weapons.end(), [](game::WeaponDef* weapon1, game::WeaponDef* weapon2)
{
return std::string_view(weapon1->name) <
std::string_view(weapon2->name);
});
// precache items
for (std::size_t i = 0; i < weapons.size(); i++)
{
//console::info("precaching weapon \"%s\"\n", weapons[i]->name);
game::G_GetWeaponForName(weapons[i]->name);
}
}
utils::hook::detour xmodel_get_bone_index_hook;
int xmodel_get_bone_index_stub(game::XModel* model, game::scr_string_t name, unsigned int offset, char* index)
{
auto result = xmodel_get_bone_index_hook.invoke<int>(model, name, offset, index);
if (result)
{
return result;
}
const auto original_index = *index;
const auto original_result = result;
if (name == game::SL_FindString("tag_weapon_right") ||
name == game::SL_FindString("tag_knife_attach"))
{
const auto tag_weapon = game::SL_FindString("tag_weapon");
result = xmodel_get_bone_index_hook.invoke<int>(model, tag_weapon, offset, index);
if (result)
{
console::info("using tag_weapon instead of %s (%s, %d, %d)\n", game::SL_ConvertToString(name), model->name, offset, *index);
return result;
}
}
*index = original_index;
result = original_result;
return result;
}
void cw_mismatch_error_stub(int, const char* msg, ...)
{
char buffer[0x100];
va_list ap;
va_start(ap, msg);
vsnprintf_s(buffer, sizeof(buffer), _TRUNCATE, msg, ap);
va_end(ap);
console::error(buffer);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (!game::environment::is_mp())
{
return;
}
// precache all weapons that are loaded in zones
g_setup_level_weapon_def_hook.create(0x140340DE0, g_setup_level_weapon_def_stub);
// use tag_weapon if tag_weapon_right or tag_knife_attach are not found on model
xmodel_get_bone_index_hook.create(0x1404E2A50, xmodel_get_bone_index_stub);
// make custom weapon index mismatch not drop in CG_SetupCustomWeapon
utils::hook::call(0x1401E973D, cw_mismatch_error_stub);
}
};
}
REGISTER_COMPONENT(weapon::component)