Restore some code that was hastily removed, and add a warning for images of missing category
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a39435f800
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@ -224,6 +224,18 @@ namespace Components
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, const std::string& name)
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{
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#ifdef DEBUG
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if (type == Game::XAssetType::ASSET_TYPE_IMAGE && name[0] != ',')
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{
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const auto image = asset.image;
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const auto cat = static_cast<Game::ImageCategory>(image->category);
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if (cat == Game::ImageCategory::IMG_CATEGORY_UNKNOWN)
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{
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Logger::Warning(Game::CON_CHANNEL_GFX, "Image {} has wrong category IMG_CATEGORY_UNKNOWN, this is an IMPORTANT ISSUE that should be fixed!\n", name);
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}
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}
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#endif
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if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
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{
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if (Zones::Version() >= VERSION_ALPHA2)
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@ -149,10 +149,161 @@ namespace Components
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{
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if (Dedicated::IsEnabled()) return;
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// Do not execute this when building zones
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if (!ZoneBuilder::IsEnabled())
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{
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// Correctly upgrade stats
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Utils::Hook(0x42F088, StructuredData::UpdateVersionOffsets, HOOK_CALL).install()->quick();
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// 15 or more custom classes
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Utils::Hook::Set<BYTE>(0x60A2FE, NUM_CUSTOM_CLASSES);
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return;
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}
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// TODO: Since all of the following is zonebuilder-only code, move it to IW4OF or IStructuredDataDefSet.cpp
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& filename, bool* /*restrict*/)
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{
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// Only intercept playerdatadef loading
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if (type != Game::ASSET_TYPE_STRUCTURED_DATA_DEF || filename != "mp/playerdata.def") return;
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// Store asset
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Game::StructuredDataDefSet* data = asset.structuredDataDefSet;
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if (!data) return;
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if (data->defCount != 1)
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{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDefSet contains more than 1 definition!");
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return;
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}
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if (data->defs[0].version != 155)
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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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return;
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}
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std::unordered_map<int, std::vector<std::vector<std::string>>> patchDefinitions;
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std::unordered_map<int, std::unordered_map<std::string, std::string>> otherPatchDefinitions;
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// First check if all versions are present
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for (int i = 156;; ++i)
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{
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// We're on DB thread (OnLoad) so use DB thread for FS
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FileSystem::File definition(std::format("{}/{}.json", filename, i), Game::FsThread::FS_THREAD_DATABASE);
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if (!definition.exists()) break;
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std::vector<std::vector<std::string>> enumContainer;
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std::unordered_map<std::string, std::string> otherPatches;
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nlohmann::json defData;
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try
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{
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defData = nlohmann::json::parse(definition.getBuffer());
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}
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catch (const nlohmann::json::parse_error& ex)
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{
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Logger::PrintError(Game::CON_CHANNEL_ERROR, "JSON Parse Error: {}\n", ex.what());
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return;
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}
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if (!defData.is_object())
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{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDef patch for version {} is invalid!", i);
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return;
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}
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for (auto pType = 0; pType < StructuredData::PlayerDataType::COUNT; ++pType)
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{
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auto enumData = defData[StructuredData::EnumTranslation[pType]];
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std::vector<std::string> entryData;
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if (enumData.is_array())
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{
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for (const auto& rawEntry : enumData)
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{
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if (rawEntry.is_string())
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{
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entryData.push_back(rawEntry.get<std::string>());
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}
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}
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}
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enumContainer.push_back(entryData);
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}
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auto other = defData["other"];
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if (other.is_object())
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{
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for (auto& item : other.items())
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{
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if (item.value().is_string())
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{
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otherPatches[item.key()] = item.value().get<std::string>();
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}
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}
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}
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patchDefinitions[i] = enumContainer;
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otherPatchDefinitions[i] = otherPatches;
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}
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// Nothing to patch
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if (patchDefinitions.empty()) return;
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// Reallocate the definition
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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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// Prepare the buffers
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for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
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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) + 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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// Apply new data
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data->defs = newData;
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data->defCount += patchDefinitions.size();
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// Patch the definition
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for (unsigned int i = 0; i < data->defCount; ++i)
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{
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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 (patchDefinitions.contains(newData[i].version))
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{
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auto patchData = patchDefinitions[newData[i].version];
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auto otherData = otherPatchDefinitions[newData[i].version];
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// Invalid patch data
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if (patchData.size() != StructuredData::PlayerDataType::COUNT)
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{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDef patch for version {} wasn't parsed correctly!", newData[i].version);
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continue;
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}
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// Apply the patch data
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for (auto pType = 0; pType < StructuredData::PlayerDataType::COUNT; ++pType)
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{
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if (!patchData[pType].empty())
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{
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StructuredData::PatchPlayerDataEnum(&newData[i], static_cast<StructuredData::PlayerDataType>(pType), patchData[pType]);
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}
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}
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StructuredData::PatchAdditionalData(&newData[i], otherData);
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}
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}
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});
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}
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}
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