Optimize localized string allocation
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cc74cf4d8d
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@ -3,6 +3,7 @@
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namespace Components
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namespace Components
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{
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{
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Dvar::Var Localization::UseLocalization;
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Dvar::Var Localization::UseLocalization;
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Utils::Memory::Allocator Localization::MemAllocator;
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std::map<std::string, Game::LocalizedEntry*> Localization::LocalizeMap;
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std::map<std::string, Game::LocalizedEntry*> Localization::LocalizeMap;
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std::map<std::string, Game::LocalizedEntry*> Localization::TempLocalizeMap;
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std::map<std::string, Game::LocalizedEntry*> Localization::TempLocalizeMap;
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@ -12,28 +13,28 @@ namespace Components
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{
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{
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Game::LocalizedEntry* entry = Localization::LocalizeMap[key];
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Game::LocalizedEntry* entry = Localization::LocalizeMap[key];
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char* newStaticValue = Utils::Memory::DuplicateString(value);
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char* newStaticValue = Localization::MemAllocator.DuplicateString(value);
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if (!newStaticValue) return;
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if (!newStaticValue) return;
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if (entry->value) Utils::Memory::Free(entry->value);
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if (entry->value) Localization::MemAllocator.Free(entry->value);
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entry->value = newStaticValue;
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entry->value = newStaticValue;
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return;
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return;
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}
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}
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Game::LocalizedEntry* entry = Utils::Memory::Allocate<Game::LocalizedEntry>();
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Game::LocalizedEntry* entry = Localization::MemAllocator.Allocate<Game::LocalizedEntry>();
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if (!entry) return;
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if (!entry) return;
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entry->name = Utils::Memory::DuplicateString(key);
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entry->name = Localization::MemAllocator.DuplicateString(key);
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if (!entry->name)
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if (!entry->name)
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{
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{
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Utils::Memory::Free(entry);
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Localization::MemAllocator.Free(entry);
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return;
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return;
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}
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}
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entry->value = Utils::Memory::DuplicateString(value);
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entry->value = Localization::MemAllocator.DuplicateString(value);
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if (!entry->value)
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if (!entry->value)
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{
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{
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Utils::Memory::Free(entry->name);
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Localization::MemAllocator.Free(entry->name);
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Utils::Memory::Free(entry);
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Localization::MemAllocator.Free(entry);
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return;
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return;
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}
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}
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@ -70,26 +71,26 @@ namespace Components
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if (Localization::TempLocalizeMap.find(key) != Localization::TempLocalizeMap.end())
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if (Localization::TempLocalizeMap.find(key) != Localization::TempLocalizeMap.end())
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{
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{
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Game::LocalizedEntry* entry = Localization::TempLocalizeMap[key];
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Game::LocalizedEntry* entry = Localization::TempLocalizeMap[key];
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if(entry->value) Utils::Memory::Free(entry->value);
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if(entry->value) Localization::MemAllocator.Free(entry->value);
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entry->value = Utils::Memory::DuplicateString(value);
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entry->value = Localization::MemAllocator.DuplicateString(value);
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}
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}
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else
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else
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{
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{
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Game::LocalizedEntry* entry = Utils::Memory::Allocate<Game::LocalizedEntry>();
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Game::LocalizedEntry* entry = Localization::MemAllocator.Allocate<Game::LocalizedEntry>();
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if (!entry) return;
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if (!entry) return;
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entry->name = Utils::Memory::DuplicateString(key);
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entry->name = Localization::MemAllocator.DuplicateString(key);
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if (!entry->name)
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if (!entry->name)
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{
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{
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Utils::Memory::Free(entry);
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Localization::MemAllocator.Free(entry);
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return;
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return;
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}
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}
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entry->value = Utils::Memory::DuplicateString(value);
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entry->value = Localization::MemAllocator.DuplicateString(value);
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if (!entry->value)
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if (!entry->value)
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{
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{
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Utils::Memory::Free(entry->name);
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Localization::MemAllocator.Free(entry->name);
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Utils::Memory::Free(entry);
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Localization::MemAllocator.Free(entry);
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return;
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return;
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}
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}
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@ -103,9 +104,9 @@ namespace Components
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{
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{
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if (i->second)
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if (i->second)
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{
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{
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if (i->second->name) Utils::Memory::Free(i->second->name);
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if (i->second->name) Localization::MemAllocator.Free(i->second->name);
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if (i->second->value) Utils::Memory::Free(i->second->value);
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if (i->second->value) Localization::MemAllocator.Free(i->second->value);
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Utils::Memory::Free(i->second);
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Localization::MemAllocator.Free(i->second);
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}
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}
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}
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}
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@ -186,16 +187,7 @@ namespace Components
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{
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{
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Localization::ClearTemp();
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Localization::ClearTemp();
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for (auto i = Localization::LocalizeMap.begin(); i != Localization::LocalizeMap.end(); ++i)
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{
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if (i->second)
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{
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if (i->second->name) Utils::Memory::Free(i->second->name);
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if (i->second->value) Utils::Memory::Free(i->second->value);
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Utils::Memory::Free(i->second);
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}
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}
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Localization::LocalizeMap.clear();
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Localization::LocalizeMap.clear();
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Localization::MemAllocator.Clear();
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}
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}
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}
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}
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@ -14,6 +14,7 @@ namespace Components
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static void ClearTemp();
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static void ClearTemp();
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private:
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private:
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static Utils::Memory::Allocator MemAllocator;
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static std::map<std::string, Game::LocalizedEntry*> LocalizeMap;
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static std::map<std::string, Game::LocalizedEntry*> LocalizeMap;
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static std::map<std::string, Game::LocalizedEntry*> TempLocalizeMap;
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static std::map<std::string, Game::LocalizedEntry*> TempLocalizeMap;
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static Dvar::Var UseLocalization;
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static Dvar::Var UseLocalization;
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@ -566,7 +566,7 @@ namespace Components
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if (originalConnect == menu) // Check if we draw the original loadscreen
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if (originalConnect == menu) // Check if we draw the original loadscreen
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{
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{
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if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one ontop
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if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top
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{
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{
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return false;
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return false;
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}
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}
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@ -52,18 +52,7 @@ namespace Components
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{
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{
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if (ModList::CurrentMod < ModList::Mods.size())
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if (ModList::CurrentMod < ModList::Mods.size())
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{
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{
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auto fsGame = Dvar::Var("fs_game");
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ModList::RunMod(ModList::Mods[ModList::CurrentMod]);
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fsGame.Set(fmt::sprintf("mods/%s", ModList::Mods[ModList::CurrentMod].data()));
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fsGame.Get<Game::dvar_t*>()->pad2[0] = 1;
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if (Dvar::Var("cl_modVidRestart").Get<bool>())
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{
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Command::Execute("vid_restart", false);
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}
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else
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{
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Command::Execute("closemenu mods_menu", false);
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}
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}
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}
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}
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}
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@ -83,6 +72,22 @@ namespace Components
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}
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}
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}
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}
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void ModList::RunMod(std::string mod)
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{
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auto fsGame = Dvar::Var("fs_game");
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fsGame.Set(fmt::sprintf("mods/%s", mod.data()));
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fsGame.Get<Game::dvar_t*>()->pad2[0] = 1;
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if (Dvar::Var("cl_modVidRestart").Get<bool>())
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{
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Command::Execute("vid_restart", false);
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}
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else
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{
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Command::Execute("closemenu mods_menu", false);
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}
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}
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ModList::ModList()
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ModList::ModList()
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{
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{
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ModList::CurrentMod = 0;
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ModList::CurrentMod = 0;
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@ -1,23 +1,25 @@
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namespace Components
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namespace Components
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{
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{
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class ModList : public Component
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class ModList : public Component
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{
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{
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public:
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public:
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ModList();
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ModList();
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~ModList();
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~ModList();
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const char* GetName() { return "ModList"; };
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const char* GetName() { return "ModList"; };
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private:
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static void RunMod(std::string mod);
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static std::vector<std::string> Mods;
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static unsigned int CurrentMod;
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private:
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static std::vector<std::string> Mods;
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static bool HasMod(std::string modName);
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static unsigned int CurrentMod;
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static unsigned int GetItemCount();
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static bool HasMod(std::string modName);
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static const char* GetItemText(unsigned int index, int column);
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static void Select(unsigned int index);
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static unsigned int GetItemCount();
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static void UIScript_LoadMods();
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static const char* GetItemText(unsigned int index, int column);
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static void UIScript_RunMod();
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static void Select(unsigned int index);
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static void UIScript_ClearMods();
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static void UIScript_LoadMods();
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};
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static void UIScript_RunMod();
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static void UIScript_ClearMods();
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};
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}
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}
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@ -87,6 +87,6 @@ namespace Components
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StringTable::~StringTable()
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StringTable::~StringTable()
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{
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{
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StringTable::StringTableMap.clear();
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StringTable::StringTableMap.clear();
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StringTable::MemAllocator.Free();
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StringTable::MemAllocator.Clear();
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}
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}
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}
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}
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@ -208,6 +208,6 @@ namespace Components
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StructuredData::~StructuredData()
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StructuredData::~StructuredData()
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{
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{
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StructuredData::MemAllocator.Free();
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StructuredData::MemAllocator.Clear();
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}
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}
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}
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}
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@ -15,10 +15,10 @@ namespace Utils
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}
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}
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~Allocator()
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~Allocator()
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{
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{
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this->Free();
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this->Clear();
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}
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}
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void Free()
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void Clear()
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{
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{
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for (auto i = this->RefMemory.begin(); i != this->RefMemory.end(); ++i)
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for (auto i = this->RefMemory.begin(); i != this->RefMemory.end(); ++i)
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{
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{
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@ -38,6 +38,28 @@ namespace Utils
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this->Pool.clear();
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this->Pool.clear();
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}
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}
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void Free(void* data)
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{
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auto i = this->RefMemory.find(data);
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if (i != this->RefMemory.end())
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{
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i->second(i->first);
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this->RefMemory.erase(i);
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}
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auto j = std::find(this->Pool.begin(), this->Pool.end(), data);
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if (j != this->Pool.end())
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{
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Memory::Free(data);
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this->Pool.erase(j);
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}
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}
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void Free(const void* data)
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{
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this->Free(const_cast<void*>(data));
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}
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void Reference(void* memory, FreeCallback callback)
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void Reference(void* memory, FreeCallback callback)
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{
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{
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this->RefMemory[memory] = callback;
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this->RefMemory[memory] = callback;
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