Load tracerdef, allow checking for reallocated gmodelindex

This commit is contained in:
Louvenarde 2023-11-20 00:55:26 +01:00
parent cdb8a9b9c4
commit a54337af9b
8 changed files with 28 additions and 14 deletions

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@ -12,6 +12,7 @@
#include "Modules/Changelog.hpp" #include "Modules/Changelog.hpp"
#include "Modules/Chat.hpp" #include "Modules/Chat.hpp"
#include "Modules/ClanTags.hpp" #include "Modules/ClanTags.hpp"
#include "Modules/Weapon.hpp" // Load before for G_ModelIndex
#include "Modules/ClientCommand.hpp" #include "Modules/ClientCommand.hpp"
#include "Modules/ConnectProtocol.hpp" #include "Modules/ConnectProtocol.hpp"
#include "Modules/Console.hpp" #include "Modules/Console.hpp"
@ -62,7 +63,6 @@
#include "Modules/VisionFile.hpp" #include "Modules/VisionFile.hpp"
#include "Modules/Voice.hpp" #include "Modules/Voice.hpp"
#include "Modules/Vote.hpp" #include "Modules/Vote.hpp"
#include "Modules/Weapon.hpp"
#include "Modules/Window.hpp" #include "Modules/Window.hpp"
#include "Modules/BotLib/lPrecomp.hpp" #include "Modules/BotLib/lPrecomp.hpp"

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@ -3,9 +3,9 @@
namespace Assets namespace Assets
{ {
void ITracerDef::load(Game::XAssetHeader* /*header*/, const std::string& /*name*/, Components::ZoneBuilder::Zone* /*builder*/) void ITracerDef::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{ {
// don't load from filesystem right now header->tracerDef = builder->getIW4OfApi()->read<Game::TracerDef>(Game::XAssetType::ASSET_TYPE_TRACER, name);
} }
void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)

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@ -129,7 +129,10 @@ namespace Assets
if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect); if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect); if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
#define LoadWeapSound(sound) if (asset->weapDef->##sound##) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->weapDef->##sound##)
// They are not subassets, because they don't get loaded automatically
#define LoadWeapSound(sound) if (asset->weapDef->##sound##) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->weapDef->##sound##, false)
LoadWeapSound(pickupSound); LoadWeapSound(pickupSound);
LoadWeapSound(pickupSoundPlayer); LoadWeapSound(pickupSoundPlayer);

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@ -14,7 +14,7 @@ namespace Assets
if (asset->names) if (asset->names)
{ {
for (char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i) for (unsigned char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
{ {
builder->addScriptString(asset->names[i]); builder->addScriptString(asset->names[i]);
} }
@ -22,7 +22,7 @@ namespace Assets
if (asset->notify) if (asset->notify)
{ {
for (char i = 0; i < asset->notifyCount; ++i) for (unsigned char i = 0; i < asset->notifyCount; ++i)
{ {
builder->addScriptString(asset->notify[i].name); builder->addScriptString(asset->notify[i].name);
} }
@ -165,7 +165,7 @@ namespace Assets
unsigned short* destTagnames = buffer->dest<unsigned short>(); unsigned short* destTagnames = buffer->dest<unsigned short>();
buffer->saveArray(asset->names, asset->boneCount[Game::PART_TYPE_ALL]); buffer->saveArray(asset->names, asset->boneCount[Game::PART_TYPE_ALL]);
for (char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i) for (unsigned char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
{ {
builder->mapScriptString(destTagnames[i]); builder->mapScriptString(destTagnames[i]);
} }
@ -181,7 +181,7 @@ namespace Assets
Game::XAnimNotifyInfo* destNotetracks = buffer->dest<Game::XAnimNotifyInfo>(); Game::XAnimNotifyInfo* destNotetracks = buffer->dest<Game::XAnimNotifyInfo>();
buffer->saveArray(asset->notify, asset->notifyCount); buffer->saveArray(asset->notify, asset->notifyCount);
for (char i = 0; i < asset->notifyCount; ++i) for (unsigned char i = 0; i < asset->notifyCount; ++i)
{ {
builder->mapScriptString(destNotetracks[i].name); builder->mapScriptString(destNotetracks[i].name);
} }

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@ -1,6 +1,8 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "ClientCommand.hpp" #include "ClientCommand.hpp"
#include "Weapon.hpp"
#include "GSC/Script.hpp" #include "GSC/Script.hpp"
using namespace Utils::String; using namespace Utils::String;
@ -382,7 +384,14 @@ namespace Components
Game::XModel* model = nullptr; Game::XModel* model = nullptr;
if (ent->model) if (ent->model)
{ {
model = Game::G_GetModel(ent->model); if (Components::Weapon::GModelIndexHasBeenReallocated)
{
model = Components::Weapon::G_ModelIndexReallocated[ent->model];
}
else
{
model = Game::G_GetModel(ent->model);
}
} }
Game::vec3_t point, angles; Game::vec3_t point, angles;

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@ -7,6 +7,7 @@ namespace Components
{ {
const Game::dvar_t* Weapon::BGWeaponOffHandFix; const Game::dvar_t* Weapon::BGWeaponOffHandFix;
Game::XModel* Weapon::G_ModelIndexReallocated[G_MODELINDEX_LIMIT]; Game::XModel* Weapon::G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
bool Weapon::GModelIndexHasBeenReallocated;
Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name) Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name)
{ {
@ -447,7 +448,8 @@ namespace Components
Utils::Hook::Set(0x5FC762 + 3, G_ModelIndexReallocated); Utils::Hook::Set(0x5FC762 + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x5FC7BE + 3, G_ModelIndexReallocated); Utils::Hook::Set(0x5FC7BE + 3, G_ModelIndexReallocated);
Utils::Hook::Set<DWORD>(0x44F256 + 2, G_MODELINDEX_LIMIT); Utils::Hook::Set<DWORD>(0x44F256 + 2, G_MODELINDEX_LIMIT);
GModelIndexHasBeenReallocated = true;
} }
void* Weapon::LoadNoneWeaponHook() void* Weapon::LoadNoneWeaponHook()

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@ -6,8 +6,6 @@
#define MAX_CONFIGSTRINGS (4139 - 1200 + WEAPON_LIMIT) #define MAX_CONFIGSTRINGS (4139 - 1200 + WEAPON_LIMIT)
#define G_MODELINDEX_LIMIT (526 + WEAPON_LIMIT - 1200) #define G_MODELINDEX_LIMIT (526 + WEAPON_LIMIT - 1200)
#define G_MODELINDEX_HAS_BEEN_REALLOCATED
namespace Components namespace Components
{ {
class Weapon : public Component class Weapon : public Component
@ -16,6 +14,8 @@ namespace Components
Weapon(); Weapon();
static Game::XModel* G_ModelIndexReallocated[G_MODELINDEX_LIMIT]; static Game::XModel* G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
static bool GModelIndexHasBeenReallocated;
private: private:
static const Game::dvar_t* BGWeaponOffHandFix; static const Game::dvar_t* BGWeaponOffHandFix;

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@ -1044,8 +1044,8 @@ namespace Game
unsigned __int16 randomDataIntCount; unsigned __int16 randomDataIntCount;
unsigned __int16 numframes; unsigned __int16 numframes;
char flags; char flags;
char boneCount[10]; unsigned char boneCount[10];
char notifyCount; unsigned char notifyCount;
char assetType; char assetType;
bool isDefault; bool isDefault;
unsigned int randomDataShortCount; unsigned int randomDataShortCount;