#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "command.hpp" #include "console.hpp" #include "scheduler.hpp" #include "filesystem.hpp" #include "fonts.hpp" #include "mods.hpp" #include "localized_strings.hpp" #include "loadscreen.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) { fonts::clear(); loadscreen::clear(); } localized_strings::clear(); db_release_xassets_hook.invoke(); } void restart() { scheduler::once([]() { release_assets = true; const auto _0 = gsl::finally([]() { release_assets = false; }); game::Com_Shutdown(""); }, scheduler::pipeline::main); } void full_restart(const std::string& arg) { utils::nt::relaunch_self(" -singleplayer "s.append(arg), true); utils::nt::terminate(); } } bool mod_requires_restart(const std::string& path) { return utils::io::file_exists(path + "/mod.ff") || utils::io::file_exists(path + "/zone/mod.ff"); } class component final : public component_interface { public: void post_unpack() override { if (!utils::io::directory_exists("mods")) { utils::io::create_directory("mods"); } db_release_xassets_hook.create(0x140416A80, 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::error("Cannot load mod while in-game!\n"); game::CG_GameMessage(0, "^1Cannot unload mod while in-game!", 0); return; } const auto path = params.get(1); if (!utils::io::directory_exists(path)) { console::error("Mod %s not found!\n", path); return; } console::info("Loading mod %s\n", path); if (mod_requires_restart(mod_path) || mod_requires_restart(path)) { // vid_restart is still broken :( console::info("Restarting...\n"); full_restart("-mod "s + path); } else { filesystem::unregister_path(mod_path); filesystem::register_path(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::error("Cannot unload mod while in-game!\n"); game::CG_GameMessage(0, "^1Cannot unload mod while in-game!", 0); return; } console::info("Unloading mod %s\n", mod_path.data()); if (mod_requires_restart(mod_path)) { console::info("Restarting...\n"); full_restart(""); } else { filesystem::unregister_path(mod_path); mod_path.clear(); restart(); } }); command::add("com_restart", []() { if (!game::Com_InFrontend()) { return; } restart(); }); } }; } REGISTER_COMPONENT(mods::component)