#40 Experiments.
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@ -167,6 +167,7 @@ namespace Components
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}
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}
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Menus::OverrideMenu(menu);
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Menus::RemoveMenu(menu->window.name);
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Menus::MenuList[menu->window.name] = menu;
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@ -224,7 +225,17 @@ namespace Components
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if (!menus.size())
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{
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menus.push_back(menudef);
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// Try loading the original menu, if we can't load our custom one
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Game::menuDef_t* originalMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, menudef->window.name).menu;
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if (originalMenu)
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{
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menus.push_back(originalMenu);
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}
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else
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{
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menus.push_back(menudef);
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}
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}
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return menus;
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@ -285,7 +296,8 @@ namespace Components
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Game::MenuList* newList = Utils::Memory::AllocateArray<Game::MenuList>(1);
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if (!newList) return menuList;
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(menus.size());
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size_t size = menus.size();
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(size);
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if (!newList->menus)
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{
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Utils::Memory::Free(newList);
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@ -293,10 +305,10 @@ namespace Components
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}
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newList->name = Utils::Memory::DuplicateString(menuList->name);
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newList->menuCount = menus.size();
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newList->menuCount = size;
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// Copy new menus
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memcpy(newList->menus, menus.data(), menus.size() * sizeof(Game::menuDef_t *));
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memcpy(newList->menus, menus.data(), size * sizeof(Game::menuDef_t *));
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Menus::RemoveMenuList(newList->name);
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Menus::MenuListList[newList->name] = newList;
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@ -433,6 +445,52 @@ namespace Components
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}
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}
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// This is actually a really important function
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// It checks if we have already loaded the menu we passed and replaces its instances in memory
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// Due to deallocating the old menu, the game might crash on not being able to handle its old instance
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// So we need to override it in our menu lists and the game's ui context
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// EDIT: We might also remove the old instances inside RemoveMenu
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// EDIT2: Removing old instances without having a menu to replace them with might leave a nullptr
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void Menus::OverrideMenu(Game::menuDef_t *menu)
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{
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if (!menu || !menu->window.name) return;
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std::string name = menu->window.name;
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// Find the old menu
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auto i = Menus::MenuList.find(name);
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if (i != Menus::MenuList.end())
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{
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// We have found it, *yay*
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Game::menuDef_t* oldMenu = i->second;
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// Replace every old instance with our new one in the ui context
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for (int i = 0; i < Game::uiContext->menuCount; i++)
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{
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if (Game::uiContext->menus[i] == oldMenu)
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{
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Game::uiContext->menus[i] = menu;
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}
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}
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// Replace every old instance with our new one in our menu lists
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for (auto i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); i++)
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{
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Game::MenuList* list = i->second;
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if (list && list->menus)
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{
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for (int i = 0; i < list->menuCount; i++)
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{
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if (list->menus[i] == oldMenu)
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{
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list->menus[i] = menu;
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}
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}
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}
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}
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}
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}
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void Menus::RemoveMenuList(Game::MenuList* menuList)
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{
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if (!menuList || !menuList->name) return;
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@ -503,6 +561,13 @@ namespace Components
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}
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}
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for (int i = 0; i < header.menuList->menuCount; i++)
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{
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OutputDebugString(Utils::VA("Menu: %d\t%X\t%s",i + Game::uiContext->menuCount, header.menuList->menus[i], header.menuList->menus[i]->window.name));
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}
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OutputDebugString(Utils::VA("Loaded menus: %d", header.menuList->menuCount));
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return header;
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}
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@ -570,6 +635,29 @@ namespace Components
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENUFILE, Menus::MenuFileLoad);
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// Reinitialize ui
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Utils::Hook(0x4BA5C8, static_cast<void(*)(Game::UiContext*, Game::menuDef_t*)>([] (Game::UiContext* context, Game::menuDef_t* menu)
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{
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if (menu->window.name == (char*)0xDDDDDDDD)
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{
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OutputDebugString("Going to crash!");
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for (int i = 0; i < context->menuCount; i++)
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{
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if(menu == context->menus[i]) OutputDebugString(Utils::VA("Menu crash: %d %X", i, menu));
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}
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//return;
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}
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static bool displayed = false;
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if (!displayed)
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{
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displayed = true;
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OutputDebugString(Utils::VA("Current menus: %d", context->menuCount));
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}
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Utils::Hook::Call<void(Game::UiContext*, Game::menuDef_t*)>(0x430D50)(context, menu);
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}), HOOK_CALL).Install()->Quick();
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// Don't open connect menu
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Utils::Hook::Nop(0x428E48, 5);
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@ -612,7 +700,7 @@ namespace Components
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else
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{
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// Reinitialize ui context
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((void(*)())0x401700)();
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Utils::Hook::Call<void()>(0x401700)();
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// Reopen main menu
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Game::Menus_OpenByName(Game::uiContext, "main_text");
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@ -20,7 +20,7 @@ namespace Components
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static std::vector<std::string> CustomMenus;
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static Game::XAssetHeader MenuLoad(Game::XAssetType type, const char* filename);
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static Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const char* filename);
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static Game::XAssetHeader MenuFileLoad(Game::XAssetType type, const char* filename);
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static Game::MenuList* LoadMenuList(Game::MenuList* menuList);
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static Game::MenuList* LoadScriptMenu(const char* menu);
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@ -45,6 +45,8 @@ namespace Components
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static void RemoveMenuList(std::string menuList);
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static void RemoveMenuList(Game::MenuList* menuList);
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static void OverrideMenu(Game::menuDef_t *menu);
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static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu);
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static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu);
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@ -27,9 +27,9 @@ namespace Game
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Dvar_RegisterBool_t Dvar_RegisterBool = (Dvar_RegisterBool_t)0x4CE1A0;
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Dvar_RegisterFloat_t Dvar_RegisterFloat = (Dvar_RegisterFloat_t)0x648440;
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Dvar_RegisterFloat2_t Dvar_RegisterFloat2 = (Dvar_RegisterFloat2_t)0x4F6070;
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Dvar_RegisterFloat3_t Dvar_RegisterFloat3 = (Dvar_RegisterFloat3_t)0x4EF8E0;
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Dvar_RegisterFloat4_t Dvar_RegisterFloat4 = (Dvar_RegisterFloat4_t)0x4F28E0;
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Dvar_RegisterVec2_t Dvar_RegisterVec2 = (Dvar_RegisterVec2_t)0x4F6070;
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Dvar_RegisterVec3_t Dvar_RegisterVec3 = (Dvar_RegisterVec3_t)0x4EF8E0;
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Dvar_RegisterVec4_t Dvar_RegisterVec4 = (Dvar_RegisterVec4_t)0x4F28E0;
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Dvar_RegisterInt_t Dvar_RegisterInt = (Dvar_RegisterInt_t)0x479830;
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Dvar_RegisterEnum_t Dvar_RegisterEnum = (Dvar_RegisterEnum_t)0x412E40;
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Dvar_RegisterString_t Dvar_RegisterString = (Dvar_RegisterString_t)0x4FC7E0;
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@ -57,14 +57,14 @@ namespace Game
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typedef dvar_t* (__cdecl * Dvar_RegisterFloat_t)(const char* name, float default, float min, float max, int flags, const char* description);
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extern Dvar_RegisterFloat_t Dvar_RegisterFloat;
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typedef dvar_t* (__cdecl * Dvar_RegisterFloat2_t)(const char* name, float defx, float defy, float min, float max, int flags, const char* description);
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extern Dvar_RegisterFloat2_t Dvar_RegisterFloat2;
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typedef dvar_t* (__cdecl * Dvar_RegisterVec2_t)(const char* name, float defx, float defy, float min, float max, int flags, const char* description);
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extern Dvar_RegisterVec2_t Dvar_RegisterVec2;
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typedef dvar_t* (__cdecl * Dvar_RegisterFloat3_t)(const char* name, float defx, float defy, float defz, float min, float max, int flags, const char* description);
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extern Dvar_RegisterFloat3_t Dvar_RegisterFloat3;
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typedef dvar_t* (__cdecl * Dvar_RegisterVec3_t)(const char* name, float defx, float defy, float defz, float min, float max, int flags, const char* description);
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extern Dvar_RegisterVec3_t Dvar_RegisterVec3;
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typedef dvar_t* (__cdecl * Dvar_RegisterFloat4_t)(const char* name, float defx, float defy, float defz, float defw, float min, float max, int flags, const char* description);
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extern Dvar_RegisterFloat4_t Dvar_RegisterFloat4;
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typedef dvar_t* (__cdecl * Dvar_RegisterVec4_t)(const char* name, float defx, float defy, float defz, float defw, float min, float max, int flags, const char* description);
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extern Dvar_RegisterVec4_t Dvar_RegisterVec4;
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typedef dvar_t* (__cdecl * Dvar_RegisterInt_t)(const char* name, int default, int min, int max, int flags, const char* description);
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extern Dvar_RegisterInt_t Dvar_RegisterInt;
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#define PROTOCOL 0x92
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// This allows us to compile our structures in IDA, for easier reversing :3
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#ifdef __cplusplus
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namespace Game
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{
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#endif
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typedef enum
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{
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ASSET_TYPE_PHYSPRESET = 0,
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@ -115,7 +119,7 @@ namespace Game
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char pad2[3]; //13:15
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dvar_value_t current; //16:31
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dvar_value_t latched; //32:47
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dvar_value_t default; //48:64
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dvar_value_t _default; //48:64
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dvar_maxmin_t min; //65:67
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dvar_maxmin_t max; //68:72 woooo
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} dvar_t;
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@ -270,7 +274,7 @@ namespace Game
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union entryInternalData
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{
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operationEnum op;
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//operationEnum op;
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Operand operand;
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};
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@ -1079,7 +1083,7 @@ namespace Game
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unsigned __int16 usageFrame;
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};
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enum XFileLanguage : uint8_t
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enum XFileLanguage : unsigned char
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{
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XLANG_NONE = 0x00,
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XLANG_ENGLISH = 0x01,
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@ -1102,8 +1106,8 @@ namespace Game
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#pragma pack(push, 1)
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struct XFileHeader
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{
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uint64_t magic;
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uint32_t version;
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unsigned __int64 magic;
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unsigned int version;
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XFileLanguage language;
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DWORD highDateTime;
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DWORD lowDateTime;
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@ -1145,7 +1149,7 @@ namespace Game
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{
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ScriptStringList stringList;
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int assetCount;
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Game::XAsset *assets;
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XAsset *assets;
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};
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struct ZoneHeader
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@ -1204,4 +1208,7 @@ namespace Game
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{
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DWORD unk;
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} PartyData_t;
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#ifdef __cplusplus
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}
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#endif
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#define ZLIB_CONST
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#define ASIO_STANDALONE
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#include <zlib.h>
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#include <asio.hpp>
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//#include <asio.hpp>
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#include <json11.hpp>
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// Version number
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