Revert "Revert "[ZoneBuilder] Neuter startup more and add support for defaults.ff and shaders.ff""
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@ -791,6 +791,69 @@ namespace Components
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}
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}
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Game::XZoneInfo baseZones_old [] = { { "code_pre_gfx_mp", 0, 0 },
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{ "localized_code_pre_gfx_mp", 0, 0 },
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{ "code_post_gfx_mp", 0, 0 },
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{ "localized_code_post_gfx_mp", 0, 0 },
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{ "common_mp", 0, 0 }
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};
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Game::XZoneInfo baseZones [] = {
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{ "defaults", 0, 0 },
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{ "shaders", 0, 0 },
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{ "common_mp", 0, 0 }
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};
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void ZoneBuilder::EndInit()
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{
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// do other init stuff
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DWORD R_RegisterDvars = 0x5196C0;
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DWORD NET_Init = 0x491860;
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DWORD SND_InitDriver = 0x4F5090;
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DWORD SND_Init = 0x46A630;
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DWORD G_SetupWeaponDef = 0x4E1F30;
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__asm
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{
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call R_RegisterDvars
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call NET_Init
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call SND_InitDriver
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call SND_Init
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}
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// now load default assets and shaders
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if (FastFiles::Exists("defaults") && FastFiles::Exists("shaders"))
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{
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Game::DB_LoadXAssets(baseZones, 3, 0);
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}
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else
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{
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Logger::Print("Warning: Missing new init zones (defaults.ff & shaders.ff). You will need to load fastfiles to manually obtain techsets.\n");
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Game::DB_LoadXAssets(baseZones_old, 5, 0);
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}
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Logger::Print("Waiting for fastiles to load...");
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while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(100ms);
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Logger::Print("Done!\n");
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// defaults need to load before we do this
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__asm
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{
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call G_SetupWeaponDef
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}
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}
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void __declspec(naked) ZoneBuilder::EndInitStub()
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{
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__asm
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{
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add esp, 0x14
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call ZoneBuilder::EndInit
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retn
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}
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}
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ZoneBuilder::ZoneBuilder()
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{
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// ReSharper disable CppStaticAssertFailure
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@ -853,6 +916,12 @@ namespace Components
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Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
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Utils::Hook::Set<DWORD>(0x64A057, 0x38400000);
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// Further neuter Com_Init
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Utils::Hook(0x60BBCE, ZoneBuilder::EndInitStub, HOOK_JUMP).install()->quick();
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// dont run Live_Frame
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Utils::Hook::Nop(0x48A0AF, 5);
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, std::string name, bool* /*restrict*/)
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{
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if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
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@ -114,5 +114,8 @@ namespace Components
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static Utils::Memory::Allocator MemAllocator;
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static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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static void ReleaseTexture(Game::XAssetHeader header);
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static void EndInitStub();
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static void EndInit();
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};
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}
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