Fastfiles + lui components
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73
src/component/fastfiles.cpp
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73
src/component/fastfiles.cpp
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@ -0,0 +1,73 @@
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#include <stdinc.hpp>
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#include "loader/component_loader.hpp"
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#include "fastfiles.hpp"
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#include "command.hpp"
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#include "game_console.hpp"
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#include <utils/hook.hpp>
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#include <utils/concurrency.hpp>
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namespace fastfiles
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{
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static utils::concurrency::container<std::string> current_fastfile;
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namespace
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{
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utils::hook::detour db_try_load_x_file_internal_hook;
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void db_try_load_x_file_internal(const char* zone_name, const int flags)
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{
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game_console::print(game_console::con_type_info, "Loading fastfile %s\n", zone_name);
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current_fastfile.access([&](std::string& fastfile)
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{
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fastfile = zone_name;
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});
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return db_try_load_x_file_internal_hook.invoke<void>(zone_name, flags);
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}
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}
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std::string get_current_fastfile()
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{
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std::string fastfile_copy;
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current_fastfile.access([&](std::string& fastfile)
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{
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fastfile_copy = fastfile;
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});
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return fastfile_copy;
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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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db_try_load_x_file_internal_hook.create(game::base_address + 0x4173B0, &db_try_load_x_file_internal);
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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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game_console::print(game_console::con_type_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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{
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game_console::print(game_console::con_type_info, "g_poolSize[%i]: %i // %s\n", i, game::g_poolSize[i], game::g_assetNames[i]);
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}
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});
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}
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};
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}
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REGISTER_COMPONENT(fastfiles::component)
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8
src/component/fastfiles.hpp
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8
src/component/fastfiles.hpp
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@ -0,0 +1,8 @@
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#pragma once
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#include "game/game.hpp"
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namespace fastfiles
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{
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std::string get_current_fastfile();
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}
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43
src/component/lui.cpp
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43
src/component/lui.cpp
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@ -0,0 +1,43 @@
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#include <stdinc.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "command.hpp"
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#include "game_console.hpp"
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#include <utils/hook.hpp>
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namespace lui
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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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command::add("lui_open", [](const command::params& params)
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{
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if (params.size() <= 1)
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{
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game_console::print(game_console::con_type_info, "usage: lui_open <name>\n");
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return;
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}
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game::LUI_OpenMenu(0, params[1], 0, 0, 0);
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});
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command::add("lui_open_popup", [](const command::params& params)
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{
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if (params.size() <= 1)
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{
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game_console::print(game_console::con_type_info, "usage: lui_open_popup <name>\n");
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return;
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}
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game::LUI_OpenMenu(0, params[1], 1, 0, 0);
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});
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}
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};
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}
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REGISTER_COMPONENT(lui::component)
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@ -538,6 +538,23 @@ namespace game
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unsigned int nextPoolEntry;
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};
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enum DBSyncMode
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{
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DB_LOAD_ASYNC = 0x0,
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DB_LOAD_SYNC = 0x1,
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DB_LOAD_ASYNC_WAIT_ALLOC = 0x2,
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DB_LOAD_ASYNC_FORCE_FREE = 0x3,
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DB_LOAD_ASYNC_NO_SYNC_THREADS = 0x4,
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DB_LOAD_SYNC_SKIP_ALWAYS_LOADED = 0x5,
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};
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struct XZoneInfo
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{
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const char* name;
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int allocFlags;
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int freeFlags;
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};
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enum scr_string_t
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{
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scr_string_t_dummy = 0x0,
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@ -16,7 +16,8 @@ namespace game
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WEAK symbol<void(XAssetType type, void(__cdecl* func)(game::XAssetHeader, void*), const void* inData, bool includeOverride)>
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DB_EnumXAssets_Internal{0x4129F0};
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WEAK symbol<const char* (const XAsset* asset)> DB_GetXAssetName{0x3E4090};
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WEAK symbol<const char*(const XAsset* asset)> DB_GetXAssetName{0x3E4090};
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WEAK symbol<void(XZoneInfo* zoneInfo, unsigned int zoneCount, DBSyncMode syncMode)> DB_LoadXAssets{0x414FF0};
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WEAK symbol<dvar_t*(const char* name)> Dvar_FindVar{0x618F90};
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WEAK symbol<void(char* buffer, int index)> Dvar_GetCombinedString{0x5A75D0};
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@ -40,6 +41,8 @@ namespace game
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WEAK symbol<char*(char* string)> I_CleanStr{0x620660};
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WEAK symbol<void(int clientNum, const char* menu, int a3, int a4, unsigned int a5)> LUI_OpenMenu{0x5F0EE0};
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WEAK symbol<Material*(const char* material)> Material_RegisterHandle{0x759BA0};
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WEAK symbol<const float* (const float* v)> Scr_AllocVector{0x5C3220};
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@ -75,6 +78,7 @@ namespace game
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WEAK symbol<CmdArgs> cmd_args{0xAD17A60};
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WEAK symbol<const char*> g_assetNames{0xBEF280};
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WEAK symbol<int> g_poolSize{0xBF2E40};
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WEAK symbol<gentity_s> g_entities{0x52DDDA0};
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