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 @@
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#pragma once
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#pragma once
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#include "game/game.hpp"
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namespace fastfiles
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namespace fastfiles
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{
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{
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void enum_assets(game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, bool include_override);
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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
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// Load mod.ff
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// Load mod.ff
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utils::hook::call(0x1405E7113, db_load_x_assets_stub); // R_LoadGraphicsAssets According to myself but I don't remember where I got it from
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utils::hook::call(0x1405E7113, db_load_x_assets_stub); // R_LoadGraphicsAssets According to myself but I don't remember where I got it from
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//Reload mod.ff after map is loaded
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utils::hook::call(0x140320ED1, db_load_x_assets_stub); // DB_LoadLevelXAssets
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}
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}
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};
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};
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}
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}
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58
src/client/component/weapon.cpp
Normal file
58
src/client/component/weapon.cpp
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@ -0,0 +1,58 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "fastfiles.hpp"
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#include "game/game.hpp"
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#include <utils/hook.hpp>
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namespace weapon
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{
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namespace
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{
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utils::hook::detour g_setup_level_weapon_def_hook;
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void g_setup_level_weapon_def_stub()
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{
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// precache level weapons first
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g_setup_level_weapon_def_hook.invoke<void>();
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std::vector<game::WeaponCompleteDef*> weapons;
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// find all weapons in asset pools
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fastfiles::enum_assets(game::ASSET_TYPE_WEAPON, [&weapons](game::XAssetHeader header)
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{
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weapons.push_back(header.weapon);
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}, false);
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// sort weapons
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std::sort(weapons.begin(), weapons.end(), [](game::WeaponCompleteDef* weapon1, game::WeaponCompleteDef* weapon2)
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{
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return std::string_view(weapon1->name) <
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std::string_view(weapon2->name);
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});
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// precache items
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for (std::size_t i = 0; i < weapons.size(); i++)
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{
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//console::debug("precaching weapon \"%s\"\n", weapons[i]->name);
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game::G_GetWeaponForName(weapons[i]->name);
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}
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (!game::environment::is_sp())
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{
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// precache all weapons that are loaded in zones
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g_setup_level_weapon_def_hook.create(0x1403DA910, g_setup_level_weapon_def_stub);
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}
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}
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};
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}
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REGISTER_COMPONENT(weapon::component)
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6
src/client/component/weapon.hpp
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6
src/client/component/weapon.hpp
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@ -0,0 +1,6 @@
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#pragma once
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namespace weapon
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{
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}
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@ -1955,6 +1955,15 @@ namespace game
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weapInventoryType_t inventoryType;
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weapInventoryType_t inventoryType;
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}; // Incomplete
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}; // Incomplete
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struct WeaponCompleteDef
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{
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union
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{
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const char* szInternalName;
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const char* name;
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};
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};
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struct RawFile
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struct RawFile
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{
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{
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const char* name;
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const char* name;
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@ -1998,9 +2007,9 @@ namespace game
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menuDef_t *menu;
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menuDef_t *menu;
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AnimationClass *animClass;
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AnimationClass *animClass;
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LocalizeEntry *localize;
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LocalizeEntry *localize;
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WeaponAttachment *attachment;
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WeaponAttachment *attachment;*/
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WeaponCompleteDef *weapon;
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WeaponCompleteDef* weapon;
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SndDriverGlobals *sndDriverGlobals;
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/*SndDriverGlobals* sndDriverGlobals;
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FxEffectDef *fx;
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FxEffectDef *fx;
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FxImpactTable *impactFx;
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FxImpactTable *impactFx;
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SurfaceFxTable *surfaceFx;*/
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SurfaceFxTable *surfaceFx;*/
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Reference in New Issue
Block a user
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.