Adds precaching of weapons in loaded zones because normal precache doesn't work for custom weapons. Reload mod after level is loaded. #19
| @@ -1,5 +1,7 @@ | ||||
| #pragma once | ||||
|  | ||||
| #include "game/game.hpp" | ||||
|  | ||||
| namespace fastfiles | ||||
| { | ||||
| 	void enum_assets(game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, bool include_override); | ||||
|   | ||||
| @@ -150,6 +150,9 @@ namespace mods | ||||
|  | ||||
| 			// Load mod.ff | ||||
| 			utils::hook::call(0x1405E7113, db_load_x_assets_stub); // R_LoadGraphicsAssets According to myself but I don't remember where I got it from | ||||
|  | ||||
| 			//Reload mod.ff after map is loaded | ||||
| 			utils::hook::call(0x140320ED1, db_load_x_assets_stub); // DB_LoadLevelXAssets | ||||
|  | ||||
| 		} | ||||
| 	}; | ||||
| } | ||||
|   | ||||
							
								
								
									
										58
									
								
								src/client/component/weapon.cpp
									
									
									
									
									
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										58
									
								
								src/client/component/weapon.cpp
									
									
									
									
									
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							| @@ -0,0 +1,58 @@ | ||||
| #include <std_include.hpp> | ||||
| #include "loader/component_loader.hpp" | ||||
|  | ||||
| #include "fastfiles.hpp" | ||||
|  | ||||
| #include "game/game.hpp" | ||||
|  | ||||
| #include <utils/hook.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::WeaponCompleteDef*> weapons; | ||||
|  | ||||
| 			// find all weapons in asset pools | ||||
| 			fastfiles::enum_assets(game::ASSET_TYPE_WEAPON, [&weapons](game::XAssetHeader header) | ||||
| 			{ | ||||
| 				weapons.push_back(header.weapon); | ||||
| 			}, false); | ||||
|  | ||||
| 			// sort weapons | ||||
| 			std::sort(weapons.begin(), weapons.end(), [](game::WeaponCompleteDef* weapon1, game::WeaponCompleteDef* 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::debug("precaching weapon \"%s\"\n", weapons[i]->name); | ||||
| 				game::G_GetWeaponForName(weapons[i]->name); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	class component final : public component_interface | ||||
| 	{ | ||||
| 	public: | ||||
| 		void post_unpack() override | ||||
| 		{ | ||||
| 			if (!game::environment::is_sp()) | ||||
| 			{ | ||||
| 				// precache all weapons that are loaded in zones | ||||
| 				g_setup_level_weapon_def_hook.create(0x1403DA910, g_setup_level_weapon_def_stub); | ||||
| 			} | ||||
| 		} | ||||
| 	}; | ||||
| } | ||||
|  | ||||
| REGISTER_COMPONENT(weapon::component) | ||||
							
								
								
									
										6
									
								
								src/client/component/weapon.hpp
									
									
									
									
									
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										6
									
								
								src/client/component/weapon.hpp
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,6 @@ | ||||
| #pragma once | ||||
|  | ||||
| namespace weapon | ||||
| { | ||||
|  | ||||
| } | ||||
| @@ -1955,6 +1955,15 @@ namespace game | ||||
| 		weapInventoryType_t inventoryType; | ||||
| 	}; // Incomplete | ||||
|  | ||||
| 	struct WeaponCompleteDef | ||||
| 	{ | ||||
| 		union | ||||
| 		{ | ||||
| 			const char* szInternalName; | ||||
| 			const char* name; | ||||
| 		}; | ||||
| 	}; | ||||
|  | ||||
| 	struct RawFile | ||||
| 	{ | ||||
| 		const char* name; | ||||
| @@ -1998,9 +2007,9 @@ namespace game | ||||
| 		menuDef_t *menu; | ||||
| 		AnimationClass *animClass; | ||||
| 		LocalizeEntry *localize; | ||||
| 		WeaponAttachment *attachment; | ||||
| 		WeaponCompleteDef *weapon; | ||||
| 		SndDriverGlobals *sndDriverGlobals; | ||||
| 		WeaponAttachment *attachment;*/ | ||||
| 		WeaponCompleteDef* weapon; | ||||
| 		/*SndDriverGlobals* sndDriverGlobals; | ||||
| 		FxEffectDef *fx; | ||||
| 		FxImpactTable *impactFx; | ||||
| 		SurfaceFxTable *surfaceFx;*/ | ||||
|   | ||||
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BTW I left this part out completely because this is subject to further investigation.
The reason is that reloading a mod after a map (or before) has caused issues on another clients.
Mainly on pluto, on piw5 the mod.ff is always loaded twice in a similar manner (need to double check) and is known to kill to stock maps for some reason.