Adds precaching of weapons in loaded zones because normal precache doesn't work for custom weapons. Reload mod after level is loaded. #19

Closed
HighTechRedNeck wants to merge 2 commits from (deleted):master into master
5 changed files with 81 additions and 3 deletions

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@ -1,5 +1,7 @@
#pragma once #pragma once
#include "game/game.hpp"
namespace fastfiles namespace fastfiles
{ {
void enum_assets(game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, bool include_override); void enum_assets(game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, bool include_override);

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@ -150,6 +150,9 @@ namespace mods
// Load mod.ff // 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 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
Review

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.

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.
} }
}; };
} }

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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)

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@ -0,0 +1,6 @@
#pragma once
namespace weapon
{
}

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@ -1955,6 +1955,15 @@ namespace game
weapInventoryType_t inventoryType; weapInventoryType_t inventoryType;
}; // Incomplete }; // Incomplete
struct WeaponCompleteDef
{
union
{
const char* szInternalName;
const char* name;
};
};
struct RawFile struct RawFile
{ {
const char* name; const char* name;
@ -1998,9 +2007,9 @@ namespace game
menuDef_t *menu; menuDef_t *menu;
AnimationClass *animClass; AnimationClass *animClass;
LocalizeEntry *localize; LocalizeEntry *localize;
WeaponAttachment *attachment; WeaponAttachment *attachment;*/
WeaponCompleteDef* weapon; WeaponCompleteDef* weapon;
SndDriverGlobals *sndDriverGlobals; /*SndDriverGlobals* sndDriverGlobals;
FxEffectDef *fx; FxEffectDef *fx;
FxImpactTable *impactFx; FxImpactTable *impactFx;
SurfaceFxTable *surfaceFx;*/ SurfaceFxTable *surfaceFx;*/