#include <STDInclude.hpp>
#include "GSC/Script.hpp"

namespace Components
{
	const Game::dvar_t* Weapon::BGWeaponOffHandFix;

	Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name)
	{
		if (auto* rawWeaponFile = Game::BG_LoadWeaponCompleteDefInternal("mp", name))
		{
			return rawWeaponFile;
		}

		auto* zoneWeaponFile = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_WEAPON, name).weapon;
		return Game::DB_IsXAssetDefault(Game::ASSET_TYPE_WEAPON, name) ? nullptr : zoneWeaponFile;
	}

	const char* Weapon::GetWeaponConfigString(int index)
	{
		if (index >= (1200 + 2804)) index += (2939 - 2804);
		return Game::CL_GetConfigString(index);
	}

	void Weapon::SaveRegisteredWeapons()
	{
		*reinterpret_cast<DWORD*>(0x1A86098) = 0;

		if (Game::BG_GetNumWeapons() > 1u)
		{
			for (unsigned int i = 1; i < Game::BG_GetNumWeapons(); ++i)
			{
				Game::SV_SetConfigstring(i + (i >= 1200 ? 2939 : 2804), Game::BG_GetWeaponName(i));
			}
		}
	}

	int Weapon::ParseWeaponConfigStrings()
	{
		Command::ClientParams params;

		if (params.size() <= 1)
			return 0;

		char* end;
		const auto* input = params.get(1);
		auto index = std::strtol(input, &end, 10);

		if (input == end)
		{
			Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "{} is not a valid input\nUsage: {} <weapon index>\n",
				input, params.get(0));
			return 0;
		}

		if (index >= 4139)
		{
			index -= 2939;
		}
		else if (index > 2804 && index <= 2804 + 1200)
		{
			index -= 2804;
		}
		else
		{
			return 0;
		}

		Game::CG_SetupWeaponDef(0, index);
		return 1;
	}

	__declspec(naked) void Weapon::ParseConfigStrings()
	{
		__asm
		{
			push eax
			pushad

			push edi
			call Weapon::ParseWeaponConfigStrings
			pop edi

			mov [esp + 20h], eax
			popad
			pop eax

			test eax, eax
			jz continueParsing

			retn

		continueParsing:
			push 592960h
			retn
		}
	}

	int Weapon::ClearConfigStrings(void* dest, int value, int size)
	{
		memset(Utils::Hook::Get<void*>(0x405B72), value, MAX_CONFIGSTRINGS * 2);
		return Utils::Hook::Call<int(void*, int, int)>(0x4C98D0)(dest, value, size); // Com_Memset
	}

	void Weapon::PatchConfigStrings()
	{
		Utils::Hook::Set<DWORD>(0x4347A7, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x4982F4, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x4F88B6, MAX_CONFIGSTRINGS); // Save file
		Utils::Hook::Set<DWORD>(0x5A1FA7, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x5A210D, MAX_CONFIGSTRINGS); // Game state
		Utils::Hook::Set<DWORD>(0x5A840E, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x5A853C, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x5AC392, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x5AC3F5, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x5AC542, MAX_CONFIGSTRINGS); // Game state
		Utils::Hook::Set<DWORD>(0x5EADF0, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x625388, MAX_CONFIGSTRINGS);
		Utils::Hook::Set<DWORD>(0x625516, MAX_CONFIGSTRINGS);

		// Adjust weapon count index
		// Actually this has to stay the way it is!
		//Utils::Hook::Set<DWORD>(0x4EB7B3, MAX_CONFIGSTRINGS - 1);
		//Utils::Hook::Set<DWORD>(0x5929BA, MAX_CONFIGSTRINGS - 1);
		//Utils::Hook::Set<DWORD>(0x5E2FAA, MAX_CONFIGSTRINGS - 1);

		static short configStrings[MAX_CONFIGSTRINGS];
		ZeroMemory(&configStrings, sizeof(configStrings));

		Utils::Hook::Set(0x405B72, configStrings);
		Utils::Hook::Set(0x468508, configStrings);
		Utils::Hook::Set(0x47FD7C, configStrings);
		Utils::Hook::Set(0x49830E, configStrings);
		Utils::Hook::Set(0x498371, configStrings);
		Utils::Hook::Set(0x4983D5, configStrings);
		Utils::Hook::Set(0x4A74AD, configStrings);
		Utils::Hook::Set(0x4BAE7C, configStrings);
		Utils::Hook::Set(0x4BAEC3, configStrings);
		Utils::Hook::Set(0x6252F5, configStrings);
		Utils::Hook::Set(0x625372, configStrings);
		Utils::Hook::Set(0x6253D3, configStrings);
		Utils::Hook::Set(0x625480, configStrings);
		Utils::Hook::Set(0x6254CB, configStrings);

		// This has nothing to do with configstrings
		//Utils::Hook::Set(0x608095, configStrings[4139 - 0x16]);
		//Utils::Hook::Set(0x6080BC, configStrings[4139 - 0x16]);
		//Utils::Hook::Set(0x6082AC, configStrings[4139 - 0x16]);
		//Utils::Hook::Set(0x6082B3, configStrings[4139 - 0x16]);

		//Utils::Hook::Set(0x608856, configStrings[4139 - 0x14]);

		// TODO: Check if all of these actually mark the end of the array
		// Only 2 actually mark the end, the rest is header data or so
		Utils::Hook::Set(0x405B8F, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x459121, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x45A476, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x49FD56, &configStrings[ARRAYSIZE(configStrings)]);
		Utils::Hook::Set(0x4A74C9, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x4C8196, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x4EBCE6, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x4F36D6, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x60807C, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x6080A9, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x6080D0, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x6081C4, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x608211, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x608274, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x6083D6, &configStrings[ARRAYSIZE(configStrings)]);
		//Utils::Hook::Set(0x60848E, &configStrings[ARRAYSIZE(configStrings)]);

		Utils::Hook(0x405BBE, Weapon::ClearConfigStrings, HOOK_CALL).install()->quick();
		Utils::Hook(0x593CA4, Weapon::ParseConfigStrings, HOOK_CALL).install()->quick();
		Utils::Hook(0x4BD52D, Weapon::GetWeaponConfigString, HOOK_CALL).install()->quick();
		Utils::Hook(0x45D170, Weapon::SaveRegisteredWeapons, HOOK_JUMP).install()->quick();

		// Patch game state
		// The structure below is our own implementation of the gameState_t structure
		static struct newGameState_t
		{
			int stringOffsets[MAX_CONFIGSTRINGS];
			char stringData[131072]; // MAX_GAMESTATE_CHARS
			int dataCount;
		} gameState;

		ZeroMemory(&gameState, sizeof(gameState));

		Utils::Hook::Set<DWORD>(0x44A333, sizeof(gameState));
		Utils::Hook::Set<DWORD>(0x5A1F56, sizeof(gameState));
		Utils::Hook::Set<DWORD>(0x5A2043, sizeof(gameState));

		Utils::Hook::Set<DWORD>(0x5A2053, sizeof(gameState.stringOffsets));
		Utils::Hook::Set<DWORD>(0x5A2098, sizeof(gameState.stringOffsets));
		Utils::Hook::Set<DWORD>(0x5AC32C, sizeof(gameState.stringOffsets));

		Utils::Hook::Set(0x4235AC, &gameState.stringOffsets);
		Utils::Hook::Set(0x434783, &gameState.stringOffsets);
		Utils::Hook::Set(0x44A339, &gameState.stringOffsets);
		Utils::Hook::Set(0x44ADB7, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A1FE6, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A2048, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A205A, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A2077, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A2091, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A20D7, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A83FF, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A84B0, &gameState.stringOffsets);
		Utils::Hook::Set(0x5A84E5, &gameState.stringOffsets);
		Utils::Hook::Set(0x5AC333, &gameState.stringOffsets);
		Utils::Hook::Set(0x5AC44A, &gameState.stringOffsets);
		Utils::Hook::Set(0x5AC4F3, &gameState.stringOffsets);
		Utils::Hook::Set(0x5AC57A, &gameState.stringOffsets);

		Utils::Hook::Set(0x4235B7, &gameState.stringData);
		Utils::Hook::Set(0x43478D, &gameState.stringData);
		Utils::Hook::Set(0x44ADBC, &gameState.stringData);
		Utils::Hook::Set(0x5A1FEF, &gameState.stringData);
		Utils::Hook::Set(0x5A20E6, &gameState.stringData);
		Utils::Hook::Set(0x5AC457, &gameState.stringData);
		Utils::Hook::Set(0x5AC502, &gameState.stringData);
		Utils::Hook::Set(0x5AC586, &gameState.stringData);

		Utils::Hook::Set(0x5A2071, &gameState.dataCount);
		Utils::Hook::Set(0x5A20CD, &gameState.dataCount);
		Utils::Hook::Set(0x5A20DC, &gameState.dataCount);
		Utils::Hook::Set(0x5A20F3, &gameState.dataCount);
		Utils::Hook::Set(0x5A2104, &gameState.dataCount);
		Utils::Hook::Set(0x5AC33F, &gameState.dataCount);
		Utils::Hook::Set(0x5AC43B, &gameState.dataCount);
		Utils::Hook::Set(0x5AC450, &gameState.dataCount);
		Utils::Hook::Set(0x5AC463, &gameState.dataCount);
		Utils::Hook::Set(0x5AC471, &gameState.dataCount);
		Utils::Hook::Set(0x5AC4C3, &gameState.dataCount);
		Utils::Hook::Set(0x5AC4E8, &gameState.dataCount);
		Utils::Hook::Set(0x5AC4F8, &gameState.dataCount);
		Utils::Hook::Set(0x5AC50F, &gameState.dataCount);
		Utils::Hook::Set(0x5AC528, &gameState.dataCount);
		Utils::Hook::Set(0x5AC56F, &gameState.dataCount);
		Utils::Hook::Set(0x5AC580, &gameState.dataCount);
		Utils::Hook::Set(0x5AC592, &gameState.dataCount);
		Utils::Hook::Set(0x5AC59F, &gameState.dataCount);
	}

	void Weapon::PatchLimit()
	{
		Utils::Hook::Set<DWORD>(0x403783, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x403E8C, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x41BC34, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x42EB42, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x44FA7B, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x474E0D, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x48E8F2, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x492647, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x494585, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x4945DB, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x4B1F96, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x4D4A99, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x4DD566, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x4E3683, WEAPON_LIMIT); // Configstring
		Utils::Hook::Set<DWORD>(0x58609F, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x586CAE, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x58F7BE, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x58F7D9, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x58F82D, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5D6C8B, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5D6CF7, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5E24D5, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5E2604, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5E2828, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5E2B4F, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5E366C, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5F2614, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5F7187, WEAPON_LIMIT);
		Utils::Hook::Set<DWORD>(0x5FECF9, WEAPON_LIMIT);

		Utils::Hook::Set<int>(0x586CC3, -(WEAPON_LIMIT));

		// Reference: https://courses.engr.illinois.edu/ece390/books/artofasm/CH09/CH09-6.html (See 9.5.2 Division Without DIV and IDIV)
		// And http://reverseengineering.stackexchange.com/questions/1397/how-can-i-reverse-optimized-integer-division-modulo-by-constant-operations
		// The game's magic number is computed using this formula: (1 / 1200) * (2 ^ (32 + 7)
		// I'm too lazy to generate the new magic number, so we can make use of the fact that using powers of 2 as scales allows to change the compensating shift
		static_assert(((WEAPON_LIMIT / 1200) * 1200) == WEAPON_LIMIT && (WEAPON_LIMIT / 1200) != 0 && !((WEAPON_LIMIT / 1200) & ((WEAPON_LIMIT / 1200) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!");
		const unsigned char compensation = 7 + static_cast<unsigned char>(log2(WEAPON_LIMIT / 1200)); // 7 is the compensation the game uses
		Utils::Hook::Set<BYTE>(0x49263D, compensation);
		Utils::Hook::Set<BYTE>(0x5E250C, compensation);
		Utils::Hook::Set<BYTE>(0x5E2B43, compensation);
		Utils::Hook::Set<BYTE>(0x5E352F, compensation);
		Utils::Hook::Set<BYTE>(0x5FECEF, compensation);

		static int bg_weaponCompleteDefs[WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4B35E1, sizeof(bg_weaponCompleteDefs));
		Utils::Hook::Set(0x44CE07, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x45C671, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x45C6A4, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x4B35E8, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x4B3643, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x4CE903, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x4CE927, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x4E6EC7, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57B69A, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57B910, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57B925, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57BA22, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57BA51, bg_weaponCompleteDefs);
		Utils::Hook::Set(0x57BA78, bg_weaponCompleteDefs);

		static int bg_weaponDefs[WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4B35F2, sizeof(bg_weaponDefs));
		Utils::Hook::Set(0x42F697, bg_weaponDefs);
		Utils::Hook::Set(0x440EB7, bg_weaponDefs);
		Utils::Hook::Set(0x45C67D, bg_weaponDefs);
		Utils::Hook::Set(0x45C685, bg_weaponDefs);
		Utils::Hook::Set(0x45C6B0, bg_weaponDefs);
		Utils::Hook::Set(0x4B35F9, bg_weaponDefs);
		Utils::Hook::Set(0x4B364B, bg_weaponDefs);
		Utils::Hook::Set(0x57B693, bg_weaponDefs);
		Utils::Hook::Set(0x57B75D, bg_weaponDefs);
		Utils::Hook::Set(0x57B809, bg_weaponDefs);
		Utils::Hook::Set(0x57B8D3, bg_weaponDefs);
		Utils::Hook::Set(0x57B96D, bg_weaponDefs);
		Utils::Hook::Set(0x57BA32, bg_weaponDefs);

		static int bg_weapClips[WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4B3603, sizeof(bg_weapClips));
		Utils::Hook::Set(0x4B360A, bg_weapClips);
		Utils::Hook::Set(0x4B3666, bg_weapClips);
		Utils::Hook::Set(0x57B993, bg_weapClips);
		Utils::Hook::Set(0x57B9E1, bg_weapClips);
		Utils::Hook::Set(0x57B9EA, bg_weapClips);

		static int bg_sharedAmmoCaps[WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4B3614, sizeof(bg_sharedAmmoCaps));
		Utils::Hook::Set(0x414D27, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x4B361B, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x4B365B, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B83B, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B870, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B87D, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B89C, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B8E0, bg_sharedAmmoCaps);
		Utils::Hook::Set(0x57B901, bg_sharedAmmoCaps);

		static int bg_weapAmmoTypes[WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4B3625, sizeof(bg_weapAmmoTypes));
		Utils::Hook::Set(0x4B362C, bg_weapAmmoTypes);
		Utils::Hook::Set(0x4B3650, bg_weapAmmoTypes);
		Utils::Hook::Set(0x57B783, bg_weapAmmoTypes);
		Utils::Hook::Set(0x57B7D1, bg_weapAmmoTypes);
		Utils::Hook::Set(0x57B7DA, bg_weapAmmoTypes);

		static int weaponStrings[WEAPON_LIMIT * 2]; // string + hash
		Utils::Hook::Set<DWORD>(0x504E01, sizeof(weaponStrings));
		Utils::Hook::Set<DWORD>(0x4C77DC, sizeof(weaponStrings));
		Utils::Hook::Set(0x4B72DC, weaponStrings);
		Utils::Hook::Set(0x4C77E2, weaponStrings);
		Utils::Hook::Set(0x504E08, weaponStrings);
		Utils::Hook::Set(0x795584, weaponStrings);
		Utils::Hook::Set(0x7955FC, weaponStrings);
		Utils::Hook::Set(0x4B72E8, &weaponStrings[1]);

		static char cg_weaponsArray[32 * WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4E3300, sizeof(cg_weaponsArray));
		Utils::Hook::Set<DWORD>(0x4E3305, sizeof(cg_weaponsArray));
		Utils::Hook::Set<DWORD>(0x4F1927, sizeof(cg_weaponsArray));
		Utils::Hook::Set<DWORD>(0x4F192C, sizeof(cg_weaponsArray));
		Utils::Hook::Set(0x4172D8, cg_weaponsArray);
		Utils::Hook::Set(0x45C96F, cg_weaponsArray);
		Utils::Hook::Set(0x45C9C7, cg_weaponsArray);
		Utils::Hook::Set(0x47F417, cg_weaponsArray);
		Utils::Hook::Set(0x4BA571, cg_weaponsArray);
		Utils::Hook::Set(0x4E330B, cg_weaponsArray);
		Utils::Hook::Set(0x4EF56C, cg_weaponsArray);
		Utils::Hook::Set(0x4F1934, cg_weaponsArray);
		Utils::Hook::Set(0x58B879, cg_weaponsArray);
		Utils::Hook::Set(0x58B98A, cg_weaponsArray);
		Utils::Hook::Set(0x58CCF7, cg_weaponsArray);
		Utils::Hook::Set(0x59BF05, cg_weaponsArray);
		Utils::Hook::Set(0x59C39B, cg_weaponsArray);
		Utils::Hook::Set(0x446D30, &cg_weaponsArray[8]);
		Utils::Hook::Set(0x59BD68, &cg_weaponsArray[13]);
		Utils::Hook::Set(0x58D0AE, &cg_weaponsArray[20]);

		static int cg_weaponsStaticArray[3 * WEAPON_LIMIT];
		Utils::Hook::Set<DWORD>(0x4E3322, sizeof(cg_weaponsStaticArray));
		Utils::Hook::Set<DWORD>(0x4F1912, sizeof(cg_weaponsStaticArray));
		Utils::Hook::Set(0x4548DE, cg_weaponsStaticArray);
		Utils::Hook::Set(0x4E3328, cg_weaponsStaticArray);
		Utils::Hook::Set(0x4EF57A, cg_weaponsStaticArray);
		Utils::Hook::Set(0x4F1919, cg_weaponsStaticArray);
		Utils::Hook::Set(0x59C095, cg_weaponsStaticArray);
		Utils::Hook::Set(0x59C09D, cg_weaponsStaticArray);

		static int unknownMaterialArray[WEAPON_LIMIT + 4];
		Utils::Hook::Set(0x58D003, unknownMaterialArray);
		Utils::Hook::Set(0x58969A, &unknownMaterialArray[3]);
		Utils::Hook::Set(0x4EF619, &unknownMaterialArray[4]);
		Utils::Hook::Set(0x5896AB, &unknownMaterialArray[4]);

		// Has to do with fx, but somehow lies within the material array
		//Utils::Hook::Set(0x402069, &unknownMaterialArray[32]);
		//Utils::Hook::Set(0x4E05D9, &unknownMaterialArray[32]);

		// Patch bg_weaponDefs on the stack
		Utils::Hook::Set<DWORD>(0x40C31D, sizeof(bg_weaponDefs));
		Utils::Hook::Set<DWORD>(0x40C32F, sizeof(bg_weaponDefs));
		Utils::Hook::Set<DWORD>(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		// Move second buffer pointers
		Utils::Hook::Set<DWORD>(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
		// Move arg0 pointers
		Utils::Hook::Set<DWORD>(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		Utils::Hook::Set<DWORD>(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
		// Move arg4 pointers
		Utils::Hook::Set<DWORD>(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));

		// Patch bg_sharedAmmoCaps on the stack
		Utils::Hook::Set<DWORD>(0x4F76E6, sizeof(bg_sharedAmmoCaps));
		Utils::Hook::Set<DWORD>(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		// Move arg0 pointers
		Utils::Hook::Set<DWORD>(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		Utils::Hook::Set<DWORD>(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
		// Move arg4 pointers
		Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
	}

	void* Weapon::LoadNoneWeaponHook()
	{
		// load anim scripts now, rather than a bit later on
		Utils::Hook::Call<void()>(0x4E46A0)();

		return Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_WEAPON, "none").data;
	}

	void __declspec(naked) Weapon::LoadNoneWeaponHookStub()
	{
		__asm
		{
			jmp LoadNoneWeaponHook
		}
	}

	void __declspec(naked) Weapon::CG_UpdatePrimaryForAltModeWeapon_Stub()
	{
		__asm
		{
			mov eax, 0x440EB0 // BG_GetWeaponDef
			call eax
			add esp, 0x4

			test eax, eax
			jz null

			// Game code
			push 0x59E349
			retn

		null:
			mov al, 1
			ret
		}
	}

	void __declspec(naked) Weapon::CG_SelectWeaponIndex_Stub()
	{
		__asm
		{
			mov eax, 0x440EB0 // BG_GetWeaponDef
			call eax
			add esp, 0x4

			test eax, eax
			jz null

			// Game code
			push 0x48BB2D
			ret

		null:
			push 0x48BB1F // Exit function
			ret
		}
	}

	void __declspec(naked) Weapon::WeaponEntCanBeGrabbed_Stub()
	{
		using namespace Game;

		__asm
		{
			cmp dword ptr [esp + 0x8], 0x0
			jz touched

			push 0x56E82C
			ret

		touched:
			test dword ptr [edi + 0x2BC], PWF_DISABLE_WEAPON_PICKUP
			jnz exit_func

			// Game code
			test eax, eax
			jz continue_func

		exit_func:
			xor eax, eax
			ret

		continue_func:
			push 0x56E84C
			ret
		}
	}

	__declspec(naked) void Weapon::JavelinResetHook_Stub()
	{
		static DWORD PM_Weapon_OffHandEnd_t = 0x577A10;

		__asm
		{
			call PM_Weapon_OffHandEnd_t

			push eax
			mov eax, BGWeaponOffHandFix
			cmp byte ptr [eax + 0x10], 1
			pop eax

			jne safeReturn

			mov dword ptr [esi + 0x34], 0 // playerState_s.grenadeTimeLeft

		safeReturn:
			pop edi
			pop esi
			pop ebx
			ret
		}
	}

	void Weapon::AddScriptMethods()
	{
		Script::AddMethod("DisableWeaponPickup", [](Game::scr_entref_t entref)
		{
			const auto* ent = Game::GetPlayerEntity(entref);

			ent->client->ps.weapCommon.weapFlags |= Game::PWF_DISABLE_WEAPON_PICKUP;
		});

		Script::AddMethod("EnableWeaponPickup", [](Game::scr_entref_t entref)
		{
			const auto* ent = Game::GetPlayerEntity(entref);

			ent->client->ps.weapCommon.weapFlags &= ~Game::PWF_DISABLE_WEAPON_PICKUP;
		});
	}

	Weapon::Weapon()
	{
		PatchLimit();
		PatchConfigStrings();

		// BG_LoadWEaponCompleteDef_FastFile
		Utils::Hook(0x57B650, LoadWeaponCompleteDef, HOOK_JUMP).install()->quick();
		// Disable warning if raw weapon file cannot be found
		Utils::Hook::Nop(0x57AF60, 5);

		// weapon asset existence check
		Utils::Hook::Nop(0x408228, 5); // find asset header
		Utils::Hook::Nop(0x408230, 5); // is asset default
		Utils::Hook::Nop(0x40823A, 2); // jump

		// Skip double loading for fs_game
		Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);

		// Weapon swap fix
		Utils::Hook::Nop(0x4B3670, 5);
		Utils::Hook(0x57B4F0, LoadNoneWeaponHookStub, HOOK_JUMP).install()->quick();

		// Clear weapons independently from fs_game
		Utils::Hook::Nop(0x452C1D, 2);
		Utils::Hook::Nop(0x452C24, 5);

		Utils::Hook(0x59E341, CG_UpdatePrimaryForAltModeWeapon_Stub, HOOK_JUMP).install()->quick();
		Utils::Hook(0x48BB25, CG_SelectWeaponIndex_Stub, HOOK_JUMP).install()->quick();

		AssertOffset(Game::playerState_s, Game::playerState_s::weapCommon.weapFlags, 0x2BC);
		Utils::Hook(0x56E825, WeaponEntCanBeGrabbed_Stub, HOOK_JUMP).install()->quick();

		// Javelin fix (PM_Weapon_OffHandEnd)
		AssertOffset(Game::playerState_s, grenadeTimeLeft, 0x34);
		BGWeaponOffHandFix = Game::Dvar_RegisterBool("bg_weaponOffHandFix", true, Game::DVAR_CODINFO, "Reset grenadeTimeLeft after using off hand weapon");
		Utils::Hook(0x578F52, JavelinResetHook_Stub, HOOK_JUMP).install()->quick();

		AddScriptMethods();
	}
}
