use fs_game w/ mod support
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@ -28,7 +28,7 @@ namespace command
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std::unordered_map<std::string, std::function<void(params&)>> handlers;
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std::unordered_map<std::string, std::function<void(int, params_sv&)>> handlers_sv;
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std::string saved_fs_game;
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std::optional<std::string> saved_fs_game;
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void main_handler()
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{
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@ -563,10 +563,10 @@ namespace command
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const auto new_mod_path = fs_game->current.string;
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// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
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if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
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if (saved_fs_game.has_value() && saved_fs_game != new_mod_path)
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{
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// unregister path to be used as a fs directory
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filesystem::unregister_path(saved_fs_game);
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filesystem::unregister_path(saved_fs_game.value());
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}
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if (new_mod_path && !new_mod_path[0])
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@ -17,7 +17,7 @@
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namespace mods
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{
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std::string mod_path{};
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std::optional<std::string> mod_path;
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namespace
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{
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@ -51,6 +51,13 @@ namespace mods
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void full_restart(const std::string& arg)
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{
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if (game::environment::is_mp())
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{
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// vid_restart works on multiplayer, but not on singleplayer
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command::execute("vid_restart");
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return;
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}
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auto mode = game::environment::is_mp() ? " -multiplayer "s : " -singleplayer "s;
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utils::nt::relaunch_self(mode.append(arg), true);
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@ -63,6 +70,38 @@ namespace mods
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return utils::io::file_exists(path + "/mod.ff") || utils::io::file_exists(path + "/zone/mod.ff");
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}
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void set_filesystem_data(const std::string& path)
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{
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if (mod_path.has_value())
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{
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filesystem::unregister_path(mod_path.value());
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}
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if (!game::environment::is_sp())
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{
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// modify fs_game on mp/dedi because its not set when we obviously vid_restart (sp does a full relaunch with command line arguments)
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game::Dvar_SetFromStringByNameFromSource("fs_game", path.data(),
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game::DVAR_SOURCE_INTERNAL);
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}
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}
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void set_mod(const std::string& path)
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{
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set_filesystem_data(path);
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mod_path = path;
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}
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void clear_mod()
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{
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set_filesystem_data("");
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mod_path.reset();
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}
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std::optional<std::string> get_mod()
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{
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return mod_path;
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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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@ -98,24 +137,23 @@ namespace mods
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}
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console::info("Loading mod %s\n", path);
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set_mod(path);
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if (mod_requires_restart(mod_path) || mod_requires_restart(path))
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if ((mod_path.has_value() && mod_requires_restart(mod_path.value())) ||
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mod_requires_restart(path))
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{
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console::info("Restarting...\n");
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full_restart("+set fs_game \""s + path + "\"");
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}
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else
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{
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filesystem::unregister_path(mod_path);
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filesystem::register_path(path);
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mod_path = path;
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restart();
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}
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});
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command::add("unloadmod", [](const command::params& params)
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{
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if (mod_path.empty())
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if (!mod_path.has_value())
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{
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console::info("No mod loaded\n");
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return;
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@ -128,17 +166,17 @@ namespace mods
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return;
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}
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console::info("Unloading mod %s\n", mod_path.data());
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console::info("Unloading mod %s\n", mod_path.value().data());
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if (mod_requires_restart(mod_path))
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if (mod_requires_restart(mod_path.value()))
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{
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console::info("Restarting...\n");
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clear_mod();
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full_restart("");
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}
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else
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{
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filesystem::unregister_path(mod_path);
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mod_path.clear();
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clear_mod();
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restart();
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}
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});
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@ -2,5 +2,5 @@
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namespace mods
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{
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extern std::string mod_path;
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std::optional<std::string> get_mod();
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}
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@ -268,7 +268,8 @@ namespace ui_scripting
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game_type["getloadedmod"] = [](const game&)
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{
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return mods::mod_path;
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const auto& path = mods::get_mod();
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return path.value_or("");
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};
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if (::game::environment::is_sp())
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