Correct Player Data Def class limit & migration!
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704a125223
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21d5b05554
@ -3,6 +3,8 @@
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namespace Components
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namespace Components
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{
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{
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constexpr auto BASE_PLAYERSTATS_VERSION = 155;
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Utils::Memory::Allocator StructuredData::MemAllocator;
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Utils::Memory::Allocator StructuredData::MemAllocator;
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const char* StructuredData::EnumTranslation[COUNT] =
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const char* StructuredData::EnumTranslation[COUNT] =
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@ -26,6 +28,11 @@ namespace Components
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{
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{
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if (!data || type >= StructuredData::PlayerDataType::COUNT) return;
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if (!data || type >= StructuredData::PlayerDataType::COUNT) return;
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// Reallocate them before patching
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Game::StructuredDataEnum* newEnums = MemAllocator.allocateArray<Game::StructuredDataEnum>(data->enumCount);
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std::memcpy(newEnums, data->enums, sizeof(Game::StructuredDataEnum) * data->enumCount);
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data->enums = newEnums;
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Game::StructuredDataEnum* dataEnum = &data->enums[type];
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Game::StructuredDataEnum* dataEnum = &data->enums[type];
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// Build index-sorted data vector
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// Build index-sorted data vector
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@ -87,23 +94,52 @@ namespace Components
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void StructuredData::PatchCustomClassLimit(Game::StructuredDataDef* data, int count)
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void StructuredData::PatchCustomClassLimit(Game::StructuredDataDef* data, int count)
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{
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{
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const int customClassSize = 64;
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constexpr auto CLASS_ARRAY = 5;
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const auto originalClassCount = data->indexedArrays[CLASS_ARRAY].arraySize;
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for (int i = 0; i < data->structs[0].propertyCount; ++i)
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if (count != originalClassCount)
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{
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{
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// 3003 is the offset of the customClasses structure
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const int customClassSize = 64;
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if (data->structs[0].properties[i].offset >= 3643)
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// We need to recreate the struct list cause it's used in order definitions
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auto newStructs = StructuredData::MemAllocator.allocateArray<Game::StructuredDataStruct>(data->structCount);
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std::memcpy(newStructs, data->structs, data->structCount * sizeof(Game::StructuredDataStruct));
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data->structs = newStructs;
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constexpr auto structIndex = 0;
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{
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{
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// -10 because 10 is the default amount of custom classes.
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auto strct = &data->structs[structIndex];
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data->structs[0].properties[i].offset += ((count - 10) * customClassSize);
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auto newProperties = StructuredData::MemAllocator.allocateArray<Game::StructuredDataStructProperty>(strct->propertyCount);
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std::memcpy(newProperties, strct->properties, strct->propertyCount * sizeof(Game::StructuredDataStructProperty));
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strct->properties = newProperties;
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for (int propertyIndex = 0; propertyIndex < strct->propertyCount; ++propertyIndex)
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{
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// 3643 is the offset of the customClasses structure
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if (strct->properties[propertyIndex].offset >= 3643)
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{
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// -10 because 10 is the default amount of custom classes.
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strct->properties[propertyIndex].offset += ((count - originalClassCount) * customClassSize);
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}
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}
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}
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// update structure size
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data->size += ((count - originalClassCount) * customClassSize);
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// Update amount of custom classes
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if (data->indexedArrays[CLASS_ARRAY].arraySize != count)
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{
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// We need to recreate the whole array - this reference could be reused accross definitions
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auto newIndexedArray = StructuredData::MemAllocator.allocateArray<Game::StructuredDataIndexedArray>(data->indexedArrayCount);
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std::memcpy(newIndexedArray, data->indexedArrays, data->indexedArrayCount * sizeof(Game::StructuredDataIndexedArray));
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data->indexedArrays = newIndexedArray;
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// Add classes
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data->indexedArrays[CLASS_ARRAY].arraySize = count;
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}
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}
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}
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}
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// update structure size
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data->size += ((count - 10) * customClassSize);
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// Update amount of custom classes
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data->indexedArrays[5].arraySize = count;
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}
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}
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void StructuredData::PatchAdditionalData(Game::StructuredDataDef* data, std::unordered_map<std::string, std::string>& patches)
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void StructuredData::PatchAdditionalData(Game::StructuredDataDef* data, std::unordered_map<std::string, std::string>& patches)
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@ -119,26 +155,44 @@ namespace Components
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bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet* set, Game::StructuredDataBuffer* buffer, Game::StructuredDataDef* whatever)
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bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet* set, Game::StructuredDataBuffer* buffer, Game::StructuredDataDef* whatever)
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{
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{
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Game::StructuredDataDef* newDef = &set->defs[0];
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if (set->defCount > 1)
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Game::StructuredDataDef* oldDef = &set->defs[0];
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for (unsigned int i = 0; i < set->defCount; ++i)
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{
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{
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if (newDef->version < set->defs[i].version)
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int bufferVersion = *reinterpret_cast<int*>(buffer->data);
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for (size_t i = 0; i < set->defCount; i++)
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{
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{
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newDef = &set->defs[i];
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if (set->defs[i].version == bufferVersion)
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{
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if (i == 0)
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{
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// No update to conduct
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}
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else
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{
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Game::StructuredDataDef* newDef = &set->defs[i - 1];
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Game::StructuredDataDef* oldDef = &set->defs[i];
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if (newDef->version == 159 && oldDef->version <= 158)
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{
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// this should move the data 320 bytes infront
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std::memmove(&buffer->data[3963], &buffer->data[3643], oldDef->size - 3643);
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}
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else if (newDef->version > 159 && false)
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{
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// 159 cannot be translated upwards and it's hard to say why
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// Reading it fails in various ways
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// might be the funky class bump...?
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Command::Execute("setPlayerData prestige 10");
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Command::Execute("setPlayerData experience 2516000");
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}
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return Utils::Hook::Call<bool(void*, void*, void*)>(0x456830)(set, buffer, whatever);
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}
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}
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}
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}
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if (set->defs[i].version == *reinterpret_cast<int*>(buffer->data))
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return Utils::Hook::Call<bool(void*, void*, void*)>(0x456830)(set, buffer, whatever);
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{
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oldDef = &set->defs[i];
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}
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}
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if (newDef->version >= 159 && oldDef->version <= 158)
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{
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// this should move the data 320 bytes infront
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std::memmove(&buffer->data[3963], &buffer->data[3643], oldDef->size - 3643);
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}
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}
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// StructuredData_UpdateVersion
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// StructuredData_UpdateVersion
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@ -182,7 +236,7 @@ namespace Components
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return;
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return;
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}
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}
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if (data->defs[0].version != 155)
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if (data->defs[0].version != BASE_PLAYERSTATS_VERSION)
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{
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{
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Logger::Error(Game::ERR_FATAL, "Initial PlayerDataDef is not version 155, patching not possible!");
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Logger::Error(Game::ERR_FATAL, "Initial PlayerDataDef is not version 155, patching not possible!");
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return;
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return;
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@ -262,16 +316,10 @@ namespace Components
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auto* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->defCount + patchDefinitions.size());
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auto* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->defCount + patchDefinitions.size());
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std::memcpy(&newData[patchDefinitions.size()], data->defs, sizeof Game::StructuredDataDef * data->defCount);
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std::memcpy(&newData[patchDefinitions.size()], data->defs, sizeof Game::StructuredDataDef * data->defCount);
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// Prepare the buffers
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// Set the versions
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for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
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for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
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{
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{
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std::memcpy(&newData[i], data->defs, sizeof Game::StructuredDataDef);
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newData[i].version = (patchDefinitions.size() - i) + BASE_PLAYERSTATS_VERSION;
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newData[i].version = (patchDefinitions.size() - i) + 155;
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// Reallocate the enum array
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auto* newEnums = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnum>(data->defs->enumCount);
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std::memcpy(newEnums, data->defs->enums, sizeof Game::StructuredDataEnum * data->defs->enumCount);
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newData[i].enums = newEnums;
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}
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}
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// Apply new data
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// Apply new data
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@ -279,10 +327,18 @@ namespace Components
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data->defCount += patchDefinitions.size();
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data->defCount += patchDefinitions.size();
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// Patch the definition
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// Patch the definition
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for (unsigned int i = 0; i < data->defCount; ++i)
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for (int i = data->defCount - 1; i >= 0; --i)
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{
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{
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// No need to patch version 155
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// No need to patch version 155
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if (newData[i].version == 155) continue;
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if (newData[i].version == BASE_PLAYERSTATS_VERSION)
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{
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continue;
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}
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// We start from the previous one
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const auto version = newData[i].version;
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data->defs[i] = data->defs[i + 1];
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newData[i].version = version;
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if (patchDefinitions.contains(newData[i].version))
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if (patchDefinitions.contains(newData[i].version))
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{
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{
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