#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "command.hpp" #include "scheduler.hpp" #include "scripting.hpp" #include "game/scripting/event.hpp" #include "game/scripting/functions.hpp" #include "game/scripting/execution.hpp" #include "game/scripting/lua/engine.hpp" #include namespace scripting { std::unordered_map> fields_table; std::unordered_map> script_function_table; utils::concurrency::container shared_table; namespace { utils::hook::detour vm_notify_hook; utils::hook::detour g_shutdown_game_hook; utils::hook::detour player_spawn_hook; utils::hook::detour scr_add_class_field_hook; utils::hook::detour scr_set_thread_position_hook; utils::hook::detour process_script_hook; std::string current_file; void vm_notify_stub(const unsigned int notify_list_owner_id, const game::scr_string_t string_value, game::VariableValue* top) { const auto* string = game::SL_ConvertToString(string_value); if (string) { event e; e.name = string; e.entity = notify_list_owner_id; for (auto* value = top; value->type != game::SCRIPT_END; --value) { e.arguments.emplace_back(*value); } lua::engine::notify(e); } vm_notify_hook.invoke(notify_list_owner_id, string_value, top); } void player_spawn_stub(const game::gentity_s* player) { player_spawn_hook.invoke(player); lua::engine::start(); } void g_shutdown_game_stub(const int free_scripts) { lua::engine::stop(); g_shutdown_game_hook.invoke(free_scripts); } void scr_add_class_field_stub(unsigned int classnum, game::scr_string_t _name, unsigned int canonicalString, unsigned int offset) { const auto name = game::SL_ConvertToString(_name); if (fields_table[classnum].find(name) == fields_table[classnum].end()) { fields_table[classnum][name] = offset; } scr_add_class_field_hook.invoke(classnum, _name, canonicalString, offset); } void process_script_stub(const char* filename) { current_file = filename; const auto file_id = atoi(filename); if (file_id) { current_file = scripting::find_token(file_id); } process_script_hook.invoke(filename); } void scr_set_thread_position_stub(unsigned int threadName, const char* codePos) { const auto function_name = scripting::find_token(threadName); script_function_table[current_file][function_name] = codePos; scr_set_thread_position_hook.invoke(threadName, codePos); } utils::hook::detour sub_6B2940_hook; char sub_6B2940_stub(void* a1) { const auto result = sub_6B2940_hook.invoke(a1); if (a1 != nullptr) { lua::engine::start(); } return result; } } class component final : public component_interface { public: void post_unpack() override { vm_notify_hook.create(0x1405CC450, vm_notify_stub); g_shutdown_game_hook.create(0x1404CBAD0, g_shutdown_game_stub); player_spawn_hook.create(0x1404B0710, player_spawn_stub); scr_add_class_field_hook.create(0x1405C2C30, scr_add_class_field_stub); scr_set_thread_position_hook.create(0x1405BC7E0, scr_set_thread_position_stub); process_script_hook.create(0x1405C6160, process_script_stub); // Loading last checkpoint doesn't call spawn player again (player_spawn_hook) // Not sure what this function does but `a1` is != nullptr when loading // the last checkpoint so we need to start lua in this context sub_6B2940_hook.create(0x1406B2940, sub_6B2940_stub); scheduler::loop([]() { lua::engine::run_frame(); }, scheduler::pipeline::server); } }; } REGISTER_COMPONENT(scripting::component)