mods: untested code (YOLO)
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61
src/client/component/assets/weapons.cpp
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61
src/client/component/assets/weapons.cpp
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@ -0,0 +1,61 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "component/console.hpp"
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#include <utils/hook.hpp>
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namespace weapons
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{
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namespace
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{
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void g_setup_level_weapon_def_stub()
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{
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game::G_SetupLevelWeaponDef();
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// The count on this game seems pretty high
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std::array<game::WeaponCompleteDef*, 2048> weapons{};
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const auto count = game::DB_GetAllXAssetOfType_FastFile(game::ASSET_TYPE_WEAPON, (void**)weapons.data(), static_cast<int>(weapons.max_size()));
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std::sort(weapons.begin(), weapons.begin() + count, [](game::WeaponCompleteDef* weapon1, game::WeaponCompleteDef* weapon2)
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{
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assert(weapon1->szInternalName);
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assert(weapon2->szInternalName);
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return std::strcmp(weapon1->szInternalName, weapon2->szInternalName) < 0;
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});
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#ifdef _DEBUG
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console::info("Found %i weapons to precache\n", count);
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#endif
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for (auto i = 0; i < count; ++i)
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{
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#ifdef _DEBUG
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console::info("Precaching weapon \"%s\"\n", weapons[i]->szInternalName);
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#endif
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(void)game::G_GetWeaponForName(weapons[i]->szInternalName);
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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()) return;
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// Kill Scr_PrecacheItem (We are going to do this from code)
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utils::hook::nop(0x1403101D0, 4);
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utils::hook::set<std::uint8_t>(0x1403101D0, 0xC3);
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// Load weapons from the DB
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utils::hook::call(0x1402F6EF4, g_setup_level_weapon_def_stub);
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utils::hook::call(0x140307401, g_setup_level_weapon_def_stub);
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}
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};
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}
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REGISTER_COMPONENT(weapons::component)
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@ -11,7 +11,7 @@
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namespace dvar_cheats
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{
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void apply_sv_cheats(const game::dvar_t* dvar, const game::DvarSetSource source, game::dvar_value* value)
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void apply_sv_cheats(const game::dvar_t* dvar, const game::DvarSetSource source, game::DvarValue* value)
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{
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if (dvar && dvar->name == "sv_cheats"s)
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{
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@ -137,21 +137,6 @@ namespace fastfiles
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db_find_x_asset_header_hook.create(game::DB_FindXAssetHeader, db_find_x_asset_header_stub);
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dvars::g_dump_scripts = game::Dvar_RegisterBool("g_dumpScripts", false, game::DVAR_FLAG_NONE);
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command::add("loadzone", [](const command::params& params)
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{
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if (params.size() < 2)
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{
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console::info("usage: loadzone <zone>\n");
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return;
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}
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game::XZoneInfo info{};
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info.name = params.get(1);
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info.allocFlags = 1;
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info.freeFlags = 0;
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game::DB_LoadXAssets(&info, 1u, game::DBSyncMode::DB_LOAD_SYNC);
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});
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command::add("g_poolSizes", []()
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{
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for (auto i = 0; i < game::ASSET_TYPE_COUNT; i++)
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233
src/client/component/mods.cpp
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233
src/client/component/mods.cpp
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include "command.hpp"
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#include "console.hpp"
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#include "mods.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace mods
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{
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namespace
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{
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utils::hook::detour sys_create_file_hook;
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void db_build_os_path_from_source(const char* zone_name, game::FF_DIR source, int size, char* filename)
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{
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char user_map[MAX_PATH]{};
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switch (source)
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{
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case game::FFD_DEFAULT:
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(void)game::Com_sprintf(filename, size, "%s\\%s.ff", std::filesystem::current_path().string().c_str(), zone_name);
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break;
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case game::FFD_MOD_DIR:
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assert(mods::is_using_mods());
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(void)game::Com_sprintf(filename, size, "%s\\%s\\%s.ff", std::filesystem::current_path().string().c_str(), (*dvars::fs_gameDirVar)->current.string, zone_name);
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break;
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case game::FFD_USER_MAP:
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game::I_strncpyz(user_map, zone_name, sizeof(user_map));
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(void)game::Com_sprintf(filename, size, "%s\\%s\\%s\\%s.ff", std::filesystem::current_path().string().c_str(), "usermaps", user_map, zone_name);
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break;
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default:
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assert(false && "inconceivable");
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break;
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}
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}
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bool fs_game_dir_domain_func(game::dvar_t* dvar, game::DvarValue new_value)
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{
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if (*new_value.string == '\0')
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{
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return true;
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}
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if (game::I_strnicmp(new_value.string, "mods", 4) != 0)
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{
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game::LiveStorage_StatsWriteNotNeeded(game::CONTROLLER_INDEX_0);
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console::error("ERROR: Invalid server value '%s' for '%s'\n", new_value.string, dvar->name);
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return false;
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}
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if (5 < std::strlen(new_value.string) && (new_value.string[4] == '\\' || new_value.string[4] == '/'))
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{
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const auto* s1 = std::strstr(new_value.string, "..");
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const auto* s2 = std::strstr(new_value.string, "::");
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if (s1 == nullptr && s2 == nullptr)
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{
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return true;
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}
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game::LiveStorage_StatsWriteNotNeeded(game::CONTROLLER_INDEX_0);
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console::error("ERROR: Invalid server value '%s' for '%s'\n", new_value.string, dvar->name);
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return false;
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}
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// Invalid path specified
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game::LiveStorage_StatsWriteNotNeeded(game::CONTROLLER_INDEX_0);
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console::error("ERROR: Invalid server value '%s' for '%s'\n", new_value.string, dvar->name);
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return false;
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}
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const auto skip_extra_zones_stub = utils::hook::assemble([](utils::hook::assembler& a) -> void
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{
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const auto skip = a.newLabel();
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const auto original = a.newLabel();
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a.pushad64();
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a.test(esi, game::DB_ZONE_CUSTOM); // allocFlags
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a.jnz(skip);
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a.bind(original);
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a.popad64();
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a.mov(rdx, 0x140809D40);
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a.mov(rcx, rbp);
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a.call(0x1406FE120);
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a.jmp(0x140271B63);
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a.bind(skip);
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a.popad64();
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a.mov(r13d, game::DB_ZONE_CUSTOM);
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a.not_(r13d);
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a.and_(esi, r13d);
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a.jmp(0x140271D02);
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});
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game::Sys_File sys_create_file_stub(game::Sys_Folder folder, const char* base_filename)
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{
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auto result = sys_create_file_hook.invoke<game::Sys_File>(folder, base_filename);
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if (result.handle != INVALID_HANDLE_VALUE)
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{
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return result;
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}
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if (!is_using_mods())
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{
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return result;
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}
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// .ff extension was added previously
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if (!std::strcmp(base_filename, "mod.ff") && mods::db_mod_file_exists())
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{
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char file_path[MAX_PATH]{};
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db_build_os_path_from_source("mod", game::FFD_MOD_DIR, sizeof(file_path), file_path);
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result.handle = game::Sys_OpenFileReliable(file_path);
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}
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return result;
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}
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void db_load_x_assets_stub(game::XZoneInfo* zone_info, unsigned int zone_count, game::DBSyncMode sync_mode)
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{
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std::vector<game::XZoneInfo> zones(zone_info, zone_info + zone_count);
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if (db_mod_file_exists())
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{
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zones.emplace_back("mod", game::DB_ZONE_COMMON | game::DB_ZONE_CUSTOM, 0);
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}
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game::DB_LoadXAssets(zones.data(), static_cast<unsigned int>(zones.size()), sync_mode);
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}
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}
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bool is_using_mods()
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{
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return (*dvars::fs_gameDirVar) && *(*dvars::fs_gameDirVar)->current.string;
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}
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bool db_mod_file_exists()
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{
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if (!*(*dvars::fs_gameDirVar)->current.string)
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{
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return false;
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}
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char filename[MAX_PATH]{};
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db_build_os_path_from_source("mod", game::FFD_MOD_DIR, sizeof(filename), filename);
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if (auto zone_file = game::Sys_OpenFileReliable(filename); zone_file != INVALID_HANDLE_VALUE)
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{
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::CloseHandle(zone_file);
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return true;
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}
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return false;
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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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static_assert(sizeof(game::Sys_File) == 8);
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void post_unpack() override
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{
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dvars::fs_gameDirVar = reinterpret_cast<game::dvar_t**>(SELECT_VALUE(0x14A6A7D98, 0x14B20EB48));
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// Remove DVAR_INIT from fs_game
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utils::hook::set<std::uint32_t>(SELECT_VALUE(0x14036137F + 2, 0x1404AE4CB + 2), SELECT_VALUE(game::DVAR_FLAG_NONE, game::DVAR_FLAG_SERVERINFO));
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utils::hook::inject(SELECT_VALUE(0x140361391 + 3, 0x1404AE4D6 + 3), &fs_game_dir_domain_func);
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if (game::environment::is_sp())
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{
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return;
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}
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utils::hook::nop(0x140271B54, 15);
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utils::hook::jump(0x140271B54, skip_extra_zones_stub, true);
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// Add custom zone paths
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sys_create_file_hook.create(game::Sys_CreateFile, sys_create_file_stub);
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// Load mod.ff
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utils::hook::call(0x1405A562A, db_load_x_assets_stub); // R_LoadGraphicsAssets According to myself but I don't remember where I got it from
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command::add("loadmod", [](const command::params& params) -> void
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{
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if (params.size() != 2)
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{
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console::info("USAGE: %s \"mods/<mod name>\"", params.get(0));
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return;
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}
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std::string mod_name = utils::string::to_lower(params.get(1));
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if (!mod_name.empty() && !mod_name.starts_with("mods/"))
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{
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mod_name = "mods/" + mod_name;
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}
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// change fs_game if needed
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if (mod_name != (*dvars::fs_gameDirVar)->current.string)
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{
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game::Dvar_SetString((*dvars::fs_gameDirVar), mod_name.c_str());
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command::execute("vid_restart\n");
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}
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});
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command::add("unloadmod", []([[maybe_unused]] const command::params& params) -> void
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{
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if (*dvars::fs_gameDirVar == nullptr || *(*dvars::fs_gameDirVar)->current.string == '\0')
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{
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return;
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}
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game::Dvar_SetString(*dvars::fs_gameDirVar, "");
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command::execute("vid_restart\n");
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});
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// TODO: without a way to monitor all the ways fs_game can be changed there is no way to detect when we
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// should unregister the path from the internal filesystem we use
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// HINT: It could be done in fs_game_dir_domain_func, but I haven't tested if that's the best place to monitor for changes and register/unregister the mods folder
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}
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};
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}
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REGISTER_COMPONENT(mods::component)
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7
src/client/component/mods.hpp
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7
src/client/component/mods.hpp
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@ -0,0 +1,7 @@
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#pragma once
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namespace mods
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{
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bool is_using_mods();
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bool db_mod_file_exists();
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}
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