Merge pull request #90 from GEEKiDoS/develop

Fix 461 weapon loading, add vision file lookup function
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Dss0 2021-07-05 18:53:11 +02:00 committed by GitHub
commit 219c8f4004
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 91 additions and 64 deletions

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@ -8,6 +8,26 @@ namespace Components
int Zones::FxEffectIndex; int Zones::FxEffectIndex;
char* Zones::FxEffectStrings[64]; char* Zones::FxEffectStrings[64];
static std::unordered_map<std::string, std::string> vision_replace_list = {
{ "511","r_glow" },
{ "516","r_glowRadius0" },
{ "512","r_glowBloomCutoff" },
{ "513","r_glowBloomDesaturation" },
{ "514","r_glowBloomIntensity0" },
{ "520","r_filmEnable" },
{ "522","r_filmContrast" },
{ "521","r_filmBrightness" },
{ "523","r_filmDesaturation" },
{ "524","r_filmDesaturationDark" },
{ "525","r_filmInvert" },
{ "526","r_filmLightTint" },
{ "527","r_filmMediumTint" },
{ "528","r_filmDarkTint" },
{ "529","r_primaryLightUseTweaks" },
{ "530","r_primaryLightTweakDiffuseStrength" },
{ "531","r_primaryLightTweakSpecularStrength" },
};
Game::XAssetType currentAssetType = Game::XAssetType::ASSET_TYPE_INVALID; Game::XAssetType currentAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
Game::XAssetType previousAssetType = Game::XAssetType::ASSET_TYPE_INVALID; Game::XAssetType previousAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
@ -223,30 +243,20 @@ namespace Components
int size = 3112; int size = 3112;
if (Zones::ZoneVersion >= 318) if (Zones::ZoneVersion >= 461)
{ size = 4124;
else if (Zones::ZoneVersion >= 460)
size = 4120;
else if (Zones::ZoneVersion >= 365)
size = 3124;
else if (Zones::ZoneVersion >= 359)
size = 3120;
else if (Zones::ZoneVersion >= 332)
size = 3068;
else if (Zones::ZoneVersion >= 318)
size = 3156; size = 3156;
if (Zones::ZoneVersion >= 332) int offsetShift = (Zones::ZoneVersion >= 461) ? 4 : 0;
{
size = 3068; // We didn't adapt that, but who the fuck cares!
if (Zones::ZoneVersion >= 359)
{
size = 3120;
if (Zones::ZoneVersion >= 365)
{
size = 3124;
if (Zones::ZoneVersion >= 460)
{
size = 4120;
}
}
}
}
}
// and do the stuff // and do the stuff
Game::Load_Stream(true, varWeaponCompleteDef, size); Game::Load_Stream(true, varWeaponCompleteDef, size);
@ -270,7 +280,7 @@ namespace Components
if (Zones::ZoneVersion >= 359) if (Zones::ZoneVersion >= 359)
{ {
auto count = (Zones::Version() == 460) ? 52 : 56; auto count = (Zones::Version() >= 460) ? 52 : 56;
for (int offset = 20; offset <= count; offset += 4) for (int offset = 20; offset <= count; offset += 4)
{ {
*Game::varXModelPtr = reinterpret_cast<Game::XModel**>(varWeaponCompleteDef + offset); *Game::varXModelPtr = reinterpret_cast<Game::XModel**>(varWeaponCompleteDef + offset);
@ -299,7 +309,7 @@ namespace Components
if (Zones::ZoneVersion >= 359) if (Zones::ZoneVersion >= 359)
{ {
auto stringCount = (Zones::Version() == 460) ? 62 : 52; auto stringCount = (Zones::Version() >= 460) ? 62 : 52;
auto arraySize = stringCount * 4; auto arraySize = stringCount * 4;
// 236 // 236
@ -395,8 +405,8 @@ namespace Components
// 980 // 980
if (Zones::ZoneVersion >= 359) if (Zones::ZoneVersion >= 359)
{ {
auto offset = (Zones::Version() == 460) ? 1476 : 916; auto offset = (Zones::Version() >= 460) ? 1476 : 916;
auto count = (Zones::Version() == 460) ? 57 : 52; auto count = (Zones::Version() >= 461) ? 58 : (Zones::Version() >= 460) ? 57 : 52;
// 53 soundalias name references; up to and including 1124 // 53 soundalias name references; up to and including 1124
for (int i = 0; i < count; ++i, offset += 4) for (int i = 0; i < count; ++i, offset += 4)
@ -809,7 +819,7 @@ namespace Components
void* vec2 = Game::DB_AllocStreamPos(3); void* vec2 = Game::DB_AllocStreamPos(3);
*reinterpret_cast<void**>(varWeaponCompleteDef + 3204) = vec2; *reinterpret_cast<void**>(varWeaponCompleteDef + 3204) = vec2;
Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776)); Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776 + offsetShift));
} }
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3200); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3200);
@ -820,7 +830,7 @@ namespace Components
void* vec2 = Game::DB_AllocStreamPos(3); void* vec2 = Game::DB_AllocStreamPos(3);
*reinterpret_cast<void**>(varWeaponCompleteDef + 3208) = vec2; *reinterpret_cast<void**>(varWeaponCompleteDef + 3208) = vec2;
Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778)); Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778 + offsetShift));
} }
} }
else if (Zones::ZoneVersion >= 359) else if (Zones::ZoneVersion >= 359)
@ -868,22 +878,22 @@ namespace Components
if (Zones::Version() >= 460) if (Zones::Version() >= 460)
{ {
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3288); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3288 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3292); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3292 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3324); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3324 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3328); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3328 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3484); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3484 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3488); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3488 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
} }
else if (Zones::ZoneVersion >= 359) else if (Zones::ZoneVersion >= 359)
@ -929,37 +939,37 @@ namespace Components
if (Zones::Version() >= 460) if (Zones::Version() >= 460)
{ {
*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3492); *Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3492 + offsetShift);
Game::Load_TracerDefPtr(false); Game::Load_TracerDefPtr(false);
*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3496); *Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3496 + offsetShift);
Game::Load_TracerDefPtr(false); Game::Load_TracerDefPtr(false);
*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3500); *Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3500 + offsetShift);
Game::Load_TracerDefPtr(false); Game::Load_TracerDefPtr(false);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3528); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3528 + offsetShift);
Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); // 2848 Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); // 2848
*Game::varFxEffectDefHandle = reinterpret_cast<Game::FxEffectDef * *>(varWeaponCompleteDef + 3532); *Game::varFxEffectDefHandle = reinterpret_cast<Game::FxEffectDef * *>(varWeaponCompleteDef + 3532 + offsetShift);
Game::Load_FxEffectDefHandle(false); Game::Load_FxEffectDefHandle(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3536); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3536 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3552); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3552 + offsetShift);
Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3556); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3556 + offsetShift);
Game::Load_snd_alias_list_nameArray(false, 4); Game::Load_snd_alias_list_nameArray(false, 4);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3572); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3572 + offsetShift);
Game::Load_snd_alias_list_nameArray(false, 4); Game::Load_snd_alias_list_nameArray(false, 4);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3588); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3588 + offsetShift);
Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3592); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3592 + offsetShift);
Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
} }
else if (Zones::ZoneVersion >= 359) else if (Zones::ZoneVersion >= 359)
@ -1023,7 +1033,7 @@ namespace Components
if (Zones::Version() >= 460) if (Zones::Version() >= 460)
{ {
for (int i = 0, offset = 3660; i < 6; ++i, offset += 4) for (int i = 0, offset = 3660 + offsetShift; i < 6; ++i, offset += 4)
{ {
*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + offset); *Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + offset);
Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
@ -1058,25 +1068,25 @@ namespace Components
if (Zones::Version() >= 460) if (Zones::Version() >= 460)
{ {
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3712); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3712 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3728); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3728 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3732); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3732 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3740); *Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3740 + offsetShift);
Game::Load_MaterialHandle(false); Game::Load_MaterialHandle(false);
*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3744); *Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3744 + offsetShift);
Game::Load_MaterialHandle(false); Game::Load_MaterialHandle(false);
*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3748); *Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3748 + offsetShift);
Game::Load_MaterialHandle(false); Game::Load_MaterialHandle(false);
*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3752); *Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3752 + offsetShift);
Game::Load_MaterialHandle(false); Game::Load_MaterialHandle(false);
} }
else if (Zones::ZoneVersion >= 359) else if (Zones::ZoneVersion >= 359)
@ -1127,35 +1137,35 @@ namespace Components
if (Zones::Version() >= 460) if (Zones::Version() >= 460)
{ {
if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3780) == -1) if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3780 + offsetShift) == -1)
{ {
void* vec2 = Game::DB_AllocStreamPos(3); void* vec2 = Game::DB_AllocStreamPos(3);
*reinterpret_cast<void**>(varWeaponCompleteDef + 3780) = vec2; *reinterpret_cast<void**>(varWeaponCompleteDef + 3780 + offsetShift) = vec2;
Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776)); Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776 + offsetShift));
} }
if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3784) == -1) if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3784 + offsetShift) == -1)
{ {
void* vec2 = Game::DB_AllocStreamPos(3); void* vec2 = Game::DB_AllocStreamPos(3);
*reinterpret_cast<void**>(varWeaponCompleteDef + 3784) = vec2; *reinterpret_cast<void**>(varWeaponCompleteDef + 3784 + offsetShift) = vec2;
Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778)); Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778 + offsetShift));
} }
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3876); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3876 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3880); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3880 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3884); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3884 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3996); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3996 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 4012); *Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 4012 + offsetShift);
Game::Load_XString(false); Game::Load_XString(false);
} }
else if (Zones::ZoneVersion >= 359) else if (Zones::ZoneVersion >= 359)
@ -3446,6 +3456,18 @@ namespace Components
Game::DB_PopStreamPos(); Game::DB_PopStreamPos();
} }
char* Zones::ParseVision_Stub(const char** data_p)
{
auto token = Game::Com_Parse(data_p);
if (vision_replace_list.find(token) != vision_replace_list.end())
{
return vision_replace_list[token].data();
}
return token;
}
Zones::Zones() Zones::Zones()
{ {
Zones::ZoneVersion = 0; Zones::ZoneVersion = 0;
@ -3614,6 +3636,10 @@ namespace Components
Utils::Hook(0x4597DD, Zones::LoadStatement, HOOK_CALL).install()->quick(); Utils::Hook(0x4597DD, Zones::LoadStatement, HOOK_CALL).install()->quick();
Utils::Hook(0x471A39, Zones::LoadWindowImage, HOOK_JUMP).install()->quick(); Utils::Hook(0x471A39, Zones::LoadWindowImage, HOOK_JUMP).install()->quick();
// Fix newer vision file
Utils::Hook(0x59A849, ParseVision_Stub, HOOK_CALL).install()->quick();
Utils::Hook(0x59A8AD, ParseVision_Stub, HOOK_CALL).install()->quick();
#ifdef DEBUG #ifdef DEBUG
// Easy dirty disk debugging // Easy dirty disk debugging
Utils::Hook::Set<WORD>(0x4CF7F0, 0xC3CC); Utils::Hook::Set<WORD>(0x4CF7F0, 0xC3CC);

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@ -101,5 +101,6 @@ namespace Components
static void LoadTracerDef(bool atStreamStart, Game::TracerDef* tracer, int size); static void LoadTracerDef(bool atStreamStart, Game::TracerDef* tracer, int size);
static void LoadTracerDefFxEffect(); static void LoadTracerDefFxEffect();
static void FixImageCategory(Game::GfxImage* image); static void FixImageCategory(Game::GfxImage* image);
static char* ParseVision_Stub(const char** data_p);
}; };
} }