Dont load localized zone on custom maps
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b89f8b2678
commit
f41ab591d9
@ -57,8 +57,17 @@ namespace discord
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{
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static char details[0x80] = {0};
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const auto map = game::Dvar_FindVar("mapname")->current.string;
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const auto mapname = game::UI_SafeTranslateString(
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utils::string::va("PRESENCE_%s%s", SELECT_VALUE("SP_", ""), map));
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const auto key = utils::string::va("PRESENCE_%s%s", SELECT_VALUE("SP_", ""), map);
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const char* mapname = nullptr;
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if (game::DB_XAssetExists(game::ASSET_TYPE_LOCALIZE, key) && !game::DB_IsXAssetDefault(game::ASSET_TYPE_LOCALIZE, key))
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{
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mapname = game::UI_SafeTranslateString(key);
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}
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else
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{
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mapname = map;
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}
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if (game::environment::is_mp())
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{
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@ -313,6 +313,29 @@ namespace fastfiles
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utils::hook::invoke<void>(0x39CA90_b, a1);
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}
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void db_level_load_add_zone_stub(void* load, const char* name, const unsigned int alloc_flags,
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const size_t size_est)
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{
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auto is_builtin_map = false;
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for (auto map = &game::maps[0]; map->unk; ++map)
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{
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if (!std::strcmp(map->name, name))
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{
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is_builtin_map = true;
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break;
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}
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}
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if (is_builtin_map)
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{
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game::DB_LevelLoadAddZone(load, name, alloc_flags, size_est);
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}
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else
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{
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game::DB_LevelLoadAddZone(load, name, alloc_flags | game::DB_ZONE_CUSTOM, size_est);
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}
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}
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}
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bool exists(const std::string& zone)
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@ -402,6 +425,9 @@ namespace fastfiles
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{
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utils::hook::nop(0x398061_b, 15);
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utils::hook::jump(0x398061_b, utils::hook::assemble(mp::skip_extra_zones_stub), true);
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// dont load localized zone for custom maps
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utils::hook::call(0x394A99_b, db_level_load_add_zone_stub);
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}
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// prevent mod.ff from loading lua files
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@ -1536,6 +1536,13 @@ namespace game
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unsigned int data;
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};
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struct map_t
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{
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const char* name;
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int id;
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int unk;
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};
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namespace mp
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{
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struct cachedSnapshot_t
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@ -182,6 +182,8 @@ namespace game
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WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x0, 0x0};
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WEAK symbol<XAssetHeader(XAssetType type, const char* name,
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int createDefault)> DB_FindXAssetHeader{0x1F1120, 0x3950C0};
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WEAK symbol<void(void* levelLoad, const char* name,
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const unsigned int allocFlags, const unsigned __int64 sizeEst)> DB_LevelLoadAddZone{0x0, 0x396B50};
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WEAK symbol<int(XAssetType type, const char* name)> DB_IsXAssetDefault{0x1F25A0, 0x3968C0};
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WEAK symbol<int(XAssetType type, const char* name)> DB_XAssetExists{0x1F6290, 0x39B7B0};
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@ -277,7 +279,7 @@ namespace game
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// TODO: move to dvars.cpp when done
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WEAK symbol<dvar_t> fs_gameDirVal{0x0, 0x2EC86B8};
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WEAK symbol<int> g_poolSize{0x0, 0x0};
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WEAK symbol<int> g_poolSize{0x0, 0x10B3C80};
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WEAK symbol<int> g_compressor{0x2574804, 0x3962804};
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WEAK symbol<scrVarGlob_t> scr_VarGlob{0xBD80E00, 0xB138180};
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@ -301,6 +303,8 @@ namespace game
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WEAK symbol<int> level_time{0x56DBAA0, 0x7361F9C};
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WEAK symbol<map_t> maps{0x7CE5A0, 0x926C80};
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namespace mp
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{
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WEAK symbol<gentity_s> g_entities{0x0, 0x71F19E0};
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