#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include "command.hpp" #include "console.hpp" #include "scheduler.hpp" #include "filesystem.hpp" #include "materials.hpp" #include "fonts.hpp" #include "mods.hpp" #include #include namespace mods { std::string mod_path{}; namespace { utils::hook::detour db_release_xassets_hook; bool release_assets = false; void db_release_xassets_stub() { if (release_assets) { materials::clear(); fonts::clear(); } db_release_xassets_hook.invoke(); } void restart() { scheduler::once([]() { release_assets = true; game::Com_Shutdown(""); release_assets = false; }, scheduler::pipeline::main); } } class component final : public component_interface { public: void post_unpack() override { if (!game::environment::is_sp()) { return; } if (!utils::io::directory_exists("mods")) { utils::io::create_directory("mods"); } db_release_xassets_hook.create(SELECT_VALUE(0x0, 0x399740_b), db_release_xassets_stub); command::add("loadmod", [](const command::params& params) { if (params.size() < 2) { console::info("Usage: loadmod mods/"); return; } if (!game::Com_InFrontend()) { console::info("Cannot load mod while in-game!\n"); game::CG_GameMessage(0, "^1Cannot unload mod while in-game!"); return; } const auto path = params.get(1); if (!utils::io::directory_exists(path)) { console::info("Mod %s not found!\n", path); return; } console::info("Loading mod %s\n", path); filesystem::get_search_paths().erase(mod_path); filesystem::get_search_paths().insert(path); mod_path = path; restart(); }); command::add("unloadmod", [](const command::params& params) { if (mod_path.empty()) { console::info("No mod loaded\n"); return; } if (!game::Com_InFrontend()) { console::info("Cannot unload mod while in-game!\n"); game::CG_GameMessage(0, "^1Cannot unload mod while in-game!"); return; } console::info("Unloading mod %s\n", mod_path.data()); filesystem::get_search_paths().erase(mod_path); mod_path.clear(); restart(); }); } }; } //REGISTER_COMPONENT(mods::component)