Merge pull request #350 from diamante0018/bbbbbbb
[Weapon] Fix loading code
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commit
80bd4a3702
@ -2,17 +2,15 @@
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namespace Components
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{
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Game::XAssetHeader Weapon::WeaponFileLoad(Game::XAssetType /*type*/, const std::string& filename)
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Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name)
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{
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Game::XAssetHeader header = { nullptr };
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// Try loading raw weapon
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if (FileSystem::File(Utils::String::VA("weapons/mp/%s", filename.data())).exists())
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if (auto* rawWeaponFile = Game::BG_LoadWeaponCompleteDefInternal("mp", name))
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{
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header.data = Game::BG_LoadWeaponDef_LoadObj(filename.data());
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return rawWeaponFile;
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}
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return header;
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auto* zoneWeaponFile = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_WEAPON, name).weapon;
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return Game::DB_IsXAssetDefault(Game::ASSET_TYPE_WEAPON, name) ? nullptr : zoneWeaponFile;
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}
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const char* Weapon::GetWeaponConfigString(int index)
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@ -542,8 +540,10 @@ namespace Components
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PatchLimit();
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PatchConfigStrings();
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// Intercept weapon loading
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_WEAPON, Weapon::WeaponFileLoad);
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// BG_LoadWEaponCompleteDef_FastFile
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Utils::Hook(0x57B650, LoadWeaponCompleteDef, HOOK_JUMP).install()->quick();
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// Disable warning if raw weapon file cannot be found
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Utils::Hook::Nop(0x57AF60, 5);
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// weapon asset existence check
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Utils::Hook::Nop(0x408228, 5); // find asset header
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@ -13,7 +13,7 @@ namespace Components
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Weapon();
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private:
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static Game::XAssetHeader WeaponFileLoad(Game::XAssetType type, const std::string& filename);
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static Game::WeaponCompleteDef* LoadWeaponCompleteDef(const char* name);
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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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@ -33,6 +33,7 @@ namespace Game
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BG_GetNumWeapons_t BG_GetNumWeapons = BG_GetNumWeapons_t(0x4F5CC0);
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BG_GetWeaponName_t BG_GetWeaponName = BG_GetWeaponName_t(0x4E6EC0);
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BG_LoadWeaponDef_LoadObj_t BG_LoadWeaponDef_LoadObj = BG_LoadWeaponDef_LoadObj_t(0x57B5F0);
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BG_LoadWeaponCompleteDefInternal_t BG_LoadWeaponCompleteDefInternal = BG_LoadWeaponCompleteDefInternal_t(0x4B5F10);
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BG_GetWeaponDef_t BG_GetWeaponDef = BG_GetWeaponDef_t(0x440EB0);
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BG_GetEntityTypeName_t BG_GetEntityTypeName = BG_GetEntityTypeName_t(0x43A0E0);
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@ -46,9 +46,12 @@ namespace Game
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typedef const char*(__cdecl * BG_GetWeaponName_t)(unsigned int index);
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extern BG_GetWeaponName_t BG_GetWeaponName;
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typedef void*(__cdecl * BG_LoadWeaponDef_LoadObj_t)(const char* filename);
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typedef void*(__cdecl * BG_LoadWeaponDef_LoadObj_t)(const char* name);
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extern BG_LoadWeaponDef_LoadObj_t BG_LoadWeaponDef_LoadObj;
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typedef WeaponCompleteDef*(__cdecl * BG_LoadWeaponCompleteDefInternal_t)(const char* folder, const char* name);
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extern BG_LoadWeaponCompleteDefInternal_t BG_LoadWeaponCompleteDefInternal;
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typedef WeaponDef*(__cdecl * BG_GetWeaponDef_t)(unsigned int weaponIndex);
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extern BG_GetWeaponDef_t BG_GetWeaponDef;
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@ -235,7 +238,7 @@ namespace Game
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typedef const char *(__cdecl * DB_GetXAssetTypeName_t)(XAssetType type);
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extern DB_GetXAssetTypeName_t DB_GetXAssetTypeName;
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typedef const char *(__cdecl * DB_IsXAssetDefault_t)(XAssetType type, const char* name);
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typedef int(__cdecl * DB_IsXAssetDefault_t)(XAssetType type, const char* name);
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extern DB_IsXAssetDefault_t DB_IsXAssetDefault;
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typedef void(__cdecl * DB_GetRawBuffer_t)(RawFile* rawfile, char* buffer, int size);
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@ -4455,7 +4455,7 @@ namespace Game
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IMPACT_TYPE_COUNT = 0xB,
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};
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struct /*__declspec(align(2))*/ WeaponCompleteDef
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struct WeaponCompleteDef
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{
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const char *szInternalName;
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WeaponDef *weapDef;
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