Allow loading mp maps

This commit is contained in:
fed 2022-10-23 06:40:36 +02:00
parent 5c0c3bf16f
commit e0e638c382
2 changed files with 37 additions and 0 deletions

View File

@ -430,6 +430,12 @@ namespace fastfiles
}
}
const std::string name_ = name;
if (name_.starts_with("mp_"))
{
add_custom_level_load_zone(load, "common_mp", 0x40000);
}
if (is_builtin_map)
{
const auto name_ = "h2_mod_patch_"s + name;
@ -450,6 +456,18 @@ namespace fastfiles
{
game::DB_LoadXAssets(info, zone_count, game::DB_LOAD_ASYNC);
}
void db_find_aipaths_stub(game::XAssetType type, const char* name, int allow_create_default)
{
if (game::DB_XAssetExists(type, name))
{
game::DB_FindXAssetHeader(type, name, allow_create_default);
}
else
{
console::warn("No aipaths found for this map\n");
}
}
}
bool exists(const std::string& zone)
@ -526,6 +544,11 @@ namespace fastfiles
// Load assets from 2nd phase (common_specialops, addon map) with DB_LOAD_SYNC
utils::hook::call(0x140414EA1, db_load_xassets_stub);
// Allow loading mp maps
utils::hook::set(0x140609630, 0xC300B0);
// Don't sys_error if aipaths are missing
utils::hook::call(0x140522299, db_find_aipaths_stub);
command::add("loadzone", [](const command::params& params)
{
if (params.size() < 2)

View File

@ -7,6 +7,7 @@
#include "scheduler.hpp"
#include "scripting.hpp"
#include "gsc.hpp"
#include "console.hpp"
#include "game/scripting/event.hpp"
#include "game/scripting/functions.hpp"
@ -274,6 +275,17 @@ namespace scripting
scr_get_dvar_int_hook.invoke<void>();
}
void* get_spawn_point_stub()
{
const auto spawn_point = utils::hook::invoke<void*>(0x1404B1670);
if (spawn_point == nullptr)
{
console::warn("No spawnpoint found for this map, using (0, 0, 0)\n");
return &game::g_entities[0];
}
return spawn_point;
}
}
std::string get_token_single(unsigned int id)
@ -324,6 +336,8 @@ namespace scripting
scr_get_dvar_int_hook.create(0x1404F0730, scr_get_dvar_int_stub);
utils::hook::call(0x1404B07D2, get_spawn_point_stub);
scheduler::loop([]()
{
lua::engine::run_frame();