Fix cursed indentation :D
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0cf1143f94
commit
34ea31bd50
@ -3,7 +3,7 @@
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namespace Components
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{
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thread_local int AssetHandler::BypassState = 0;
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bool AssetHandler::ShouldSearchTempAssets = false;
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bool AssetHandler::ShouldSearchTempAssets = false;
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std::map<Game::XAssetType, AssetHandler::IAsset*> AssetHandler::AssetInterfaces;
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std::map<Game::XAssetType, Utils::Slot<AssetHandler::Callback>> AssetHandler::TypeCallbacks;
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Utils::Signal<AssetHandler::RestrictCallback> AssetHandler::RestrictSignal;
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@ -70,20 +70,20 @@ namespace Components
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return header;
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}
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Game::XAssetHeader AssetHandler::FindTemporaryAsset(Game::XAssetType type, const char* filename)
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{
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Game::XAssetHeader header = { nullptr };
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if (type >= Game::XAssetType::ASSET_TYPE_COUNT) return header;
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Game::XAssetHeader AssetHandler::FindTemporaryAsset(Game::XAssetType type, const char* filename)
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{
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Game::XAssetHeader header = { nullptr };
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if (type >= Game::XAssetType::ASSET_TYPE_COUNT) return header;
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auto tempPool = &AssetHandler::TemporaryAssets[type];
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auto entry = tempPool->find(filename);
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if (entry != tempPool->end())
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{
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header = { entry->second };
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}
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auto tempPool = &AssetHandler::TemporaryAssets[type];
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auto entry = tempPool->find(filename);
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if (entry != tempPool->end())
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{
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header = { entry->second };
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}
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return header;
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}
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return header;
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}
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int AssetHandler::HasThreadBypass()
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{
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@ -119,7 +119,6 @@ namespace Components
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push esi
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push edi
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push eax
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pushad
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@ -130,14 +129,12 @@ namespace Components
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popad
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pop eax
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test al, al
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jnz checkTempAssets
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mov ecx, [esp + 18h] // Asset type
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mov ebx, [esp + 1Ch] // Filename
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push eax
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pushad
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@ -152,31 +149,30 @@ namespace Components
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popad
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pop eax
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test eax, eax
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jnz finishFound
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checkTempAssets:
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mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
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test eax, eax
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jz finishOriginal
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mov ecx, [esp + 18h] // Asset type
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mov ebx, [esp + 1Ch] // Filename
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push ebx
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push ecx
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call AssetHandler::FindTemporaryAsset
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add esp, 8h
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test eax, eax
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jnz finishFound
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checkTempAssets:
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mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
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test eax, eax
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jz finishOriginal
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mov ecx, [esp + 18h] // Asset type
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mov ebx, [esp + 1Ch] // Filename
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push ebx
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push ecx
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call AssetHandler::FindTemporaryAsset
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add esp, 8h
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test eax, eax
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jnz finishFound
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finishOriginal:
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finishOriginal:
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// Asset not found using custom handlers or in temp assets or bypasses were enabled
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// redirect to DB_FindXAssetHeader
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// redirect to DB_FindXAssetHeader
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mov ebx, ds:6D7190h // InterlockedDecrement
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mov eax, 40793Bh
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jmp eax
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@ -546,10 +542,10 @@ namespace Components
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for (int i = 0; i < vertexdecl->streamCount; i++)
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{
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routingData.push_back(json11::Json::object
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{
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{ "source", (int)vertexdecl->routing.data[i].source },
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{ "dest", (int)vertexdecl->routing.data[i].dest },
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});
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{
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{ "source", (int)vertexdecl->routing.data[i].source },
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{ "dest", (int)vertexdecl->routing.data[i].dest },
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});
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}
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std::vector<json11::Json> declData;
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@ -770,7 +766,7 @@ namespace Components
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LEADERBOARD, 500);
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AssetHandler::RegisterInterface(new Assets::IFont_s());
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AssetHandler::RegisterInterface(new Assets::IWeapon());
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AssetHandler::RegisterInterface(new Assets::IWeapon());
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AssetHandler::RegisterInterface(new Assets::IXModel());
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AssetHandler::RegisterInterface(new Assets::IFxWorld());
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AssetHandler::RegisterInterface(new Assets::IMapEnts());
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@ -781,9 +777,9 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::ISndCurve());
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AssetHandler::RegisterInterface(new Assets::IMaterial());
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AssetHandler::RegisterInterface(new Assets::IMenuList());
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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AssetHandler::RegisterInterface(new Assets::ImenuDef_t());
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AssetHandler::RegisterInterface(new Assets::ITracerDef());
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AssetHandler::RegisterInterface(new Assets::ITracerDef());
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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@ -39,13 +39,13 @@ namespace Components
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static void ResetBypassState();
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static void ExposeTemporaryAssets(bool expose);
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static void ExposeTemporaryAssets(bool expose);
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static void OffsetToAlias(Utils::Stream::Offset* offset);
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private:
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static thread_local int BypassState;
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static bool ShouldSearchTempAssets;
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static bool ShouldSearchTempAssets;
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static std::map<std::string, Game::XAssetHeader> TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
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@ -60,7 +60,7 @@ namespace Components
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static void RegisterInterface(IAsset* iAsset);
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static Game::XAssetHeader FindAsset(Game::XAssetType type, const char* filename);
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static Game::XAssetHeader FindTemporaryAsset(Game::XAssetType type, const char* filename);
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static Game::XAssetHeader FindTemporaryAsset(Game::XAssetType type, const char* filename);
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static bool IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset);
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static void FindAssetStub();
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static void AddAssetStub();
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