[Weapon] This might fix the fucked anims.
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150790a279
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@ -63,12 +63,12 @@ namespace Components
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}
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}
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}
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}
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void ServerCommands::OnServerCommandFailPrint(int type, const char *trash, ...)
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void ServerCommands::OnServerCommandFailPrint(int type, const char *, ...)
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{
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{
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Command::ClientParams params(*Game::cmd_id);
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Command::ClientParams params(*Game::cmd_id);
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const char *cmd = "";
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const char *cmd = "";
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for (int i = 1; i < params.length(); i++)
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for (std::size_t i = 1; i < params.length(); i++)
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cmd = Utils::String::VA("%s %s", cmd, params.get(i));
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cmd = Utils::String::VA("%s %s", cmd, params.get(i));
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Game::Com_Printf(type, "Unknown client game command: %i %s\n", lastServerCommand, cmd);
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Game::Com_Printf(type, "Unknown client game command: %i %s\n", lastServerCommand, cmd);
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@ -420,6 +420,22 @@ namespace Components
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Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
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Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
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}
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}
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void* Weapon::LoadNoneWeaponHook()
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{
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// load anim scripts now, rather than a bit later on
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((void(*)())0x4E46A0)();
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Utils::Hook::Nop(0x4B3670, 5);
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return Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_WEAPON, "none").data;
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}
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void __declspec(naked) Weapon::LoadNoneWeaponHookStub()
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{
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__asm
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{
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jmp LoadNoneWeaponHook
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}
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}
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Weapon::Weapon()
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Weapon::Weapon()
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{
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{
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Weapon::PatchLimit();
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Weapon::PatchLimit();
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@ -436,6 +452,8 @@ namespace Components
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// Skip double loading for fs_game
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// Skip double loading for fs_game
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Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);
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Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);
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Utils::Hook(0x57B4F0, LoadNoneWeaponHookStub).install()->quick();
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// Don't load bounce sounds for now, it causes crashes
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// Don't load bounce sounds for now, it causes crashes
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// TODO: Actually check the weaponfiles and/or reset the soundtable correctly!
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// TODO: Actually check the weaponfiles and/or reset the soundtable correctly!
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//Utils::Hook::Nop(0x57A360, 5);
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//Utils::Hook::Nop(0x57A360, 5);
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@ -19,6 +19,8 @@ namespace Components
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private:
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private:
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static Game::XAssetHeader WeaponFileLoad(Game::XAssetType type, std::string filename);
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static Game::XAssetHeader WeaponFileLoad(Game::XAssetType type, std::string filename);
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static void PatchLimit();
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static void PatchLimit();
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static void* LoadNoneWeaponHook();
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static void LoadNoneWeaponHookStub();
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static void PatchConfigStrings();
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static void PatchConfigStrings();
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static const char* GetWeaponConfigString(int index);
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static const char* GetWeaponConfigString(int index);
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