Completely messed up FXEffectDef loading, need to look into pointers more
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49e18e58d5
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@ -224,6 +224,7 @@ namespace Components
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, const std::string& name)
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{
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Logger::Print("LOADED {}: {}\n", Game::DB_GetXAssetTypeName(type), name);
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if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
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{
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if (Zones::Version() >= VERSION_ALPHA2)
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@ -203,7 +203,12 @@ namespace Components
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}
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}
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if (!this->loadAssetByName(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1), false))
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const auto& type = this->dataMap.getElementAt(i, 0);
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const auto& assetName = this->dataMap.getElementAt(i, 1);
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Logger::Print("Building asset {} {} (and dependencies)\n", type, assetName);
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if (!this->loadAssetByName(type, assetName, false))
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{
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return false;
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}
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@ -1127,8 +1132,15 @@ namespace Components
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};
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params.get_from_string_table = [](const unsigned int& id) -> std::string
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{
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if (id == 0)
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{
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return std::string();
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}
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else
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{
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return Game::SL_ConvertToString(static_cast<Game::scr_string_t>(id));
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}
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};
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params.print = [](iw4of::params_t::print_type t, const std::string& message) -> void
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@ -1255,6 +1267,11 @@ namespace Components
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// don't remap techsets
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Utils::Hook::Nop(0x5BC791, 5);
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Utils::Hook::Set(0x5B97B6, 0xE9);
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auto jmp = 0x5B9841 - 0x5B97B6 + 1 + 0xFD + 0x100 - 515;
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Utils::Hook::Set(0x5B97B6 +1, static_cast<short>(jmp));
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const 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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File diff suppressed because it is too large
Load Diff
@ -35,8 +35,8 @@ namespace Components
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static bool CheckGameMapSp(int type);
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static void GameMapSpPatchStub();
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static void LoadFxElemDefArrayStub(bool atStreamStart);
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static bool LoadFxElemDefStub(bool atStreamStart, Game::FxElemDef* fxElem, int size);
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//static void LoadFxElemDefArrayStub(bool atStreamStart);
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//static bool LoadFxElemDefStub(bool atStreamStart, Game::FxElemDef* fxElem, int size);
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static void LoadXModelLodInfo(int i);
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static void LoadXModelLodInfoStub();
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@ -47,12 +47,13 @@ namespace Components
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static bool Loadsnd_alias_tArray(bool atStreamStart, char* buffer, int len);
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static bool LoadLoadedSound(bool atStreamStart, char* buffer, int size);
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static bool LoadmenuDef_t(bool atStreamStart, char* buffer, int size);
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static bool LoadFxEffectDef(bool atStreamStart, char* buffer, int size);
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//static bool LoadFxEffectDef(bool atStreamStart, char* buffer, int size);
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static bool LoadMaterialShaderArgumentArray(bool atStreamStart, Game::MaterialShaderArgument* argument, int size);
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static bool LoadStructuredDataStructPropertyArray(bool atStreamStart, char* data, int size);
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static void LoadPathDataTail();
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static void LoadWeaponAttach();
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static void LoadWeaponAttachStuff(DWORD* varWeaponAttachStuff, int count);
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static void LoadWeaponCompleteDef461();
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static void LoadWeaponCompleteDef();
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static bool LoadGfxImage(bool atStreamStart, char* buffer, int size);
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static bool LoadXAsset(bool atStreamStart, char* buffer, int size);
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@ -98,8 +99,7 @@ namespace Components
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static void LoadFxWorldAsset(Game::FxWorld** asset);
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static void LoadXModelAsset(Game::XModel** asset);
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static void LoadMaterialAsset(Game::Material** asset);
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static void LoadTracerDef(bool atStreamStart, Game::TracerDef* tracer, int size);
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static void LoadTracerDefFxEffect();
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static void LoadTracerDef(bool atStreamStart);
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static void FixImageCategory(Game::GfxImage* image);
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static char* ParseShellShock_Stub(const char** data_p);
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};
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@ -30,6 +30,7 @@ namespace Game
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XBlock** g_streamBlocks = reinterpret_cast<XBlock**>(0x16E554C);
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int* g_streamPos = reinterpret_cast<int*>(0x16E5554);
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int* g_streamPosIndex = reinterpret_cast<int*>(0x16E5578);
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int* g_streamPosStackIndex = reinterpret_cast<int*>(0x16E5548);
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FastCriticalSection* db_hashCritSect = reinterpret_cast<FastCriticalSection*>(0x16B8A54);
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@ -96,6 +96,7 @@ namespace Game
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extern XBlock** g_streamBlocks;
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extern int* g_streamPos;
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extern int* g_streamPosIndex;
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extern int* g_streamPosStackIndex;
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extern FastCriticalSection* db_hashCritSect;
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@ -303,6 +303,7 @@ namespace Game
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char*** varXString = reinterpret_cast<char***>(0x112B340);
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TracerDef*** varTracerDefPtr = reinterpret_cast<TracerDef***>(0x112B3BC);
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TracerDef** varTracerDef = reinterpret_cast<TracerDef**>(0x112B3C4);
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XModel*** varXModelPtr = reinterpret_cast<XModel***>(0x112A934);
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XModel** varXModel = reinterpret_cast<XModel**>(0x112AE14);
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PathData** varPathData = reinterpret_cast<PathData**>(0x112AD7C);
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@ -313,6 +314,7 @@ namespace Game
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PhysPreset*** varPhysPresetPtr = reinterpret_cast<PhysPreset***>(0x112B378);
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MaterialPass** varMaterialPass = reinterpret_cast<MaterialPass**>(0x112A960);
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snd_alias_list_t*** varsnd_alias_list_name = reinterpret_cast<snd_alias_list_t***>(0x112AF38);
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snd_alias_list_t*** varsnd_alias_list_ptr = reinterpret_cast<snd_alias_list_t***>(0x112AA60);
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MaterialVertexShader** varMaterialVertexShader = reinterpret_cast<MaterialVertexShader**>(0x112B338);
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FxElemField* s_elemFields = reinterpret_cast<FxElemField*>(0x73B848);
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@ -657,6 +657,7 @@ namespace Game
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extern PhysPreset*** varPhysPresetPtr;
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extern MaterialPass** varMaterialPass;
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extern snd_alias_list_t*** varsnd_alias_list_name;
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extern snd_alias_list_t*** varsnd_alias_list_ptr;
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extern MaterialVertexShader** varMaterialVertexShader;
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extern FxElemField* s_elemFields;
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@ -3054,7 +3054,7 @@ namespace Game
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union FxEffectDefRef
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{
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FxEffectDef* handle;
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const char* name;
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char* name;
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};
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union FxElemVisuals
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@ -4936,6 +4936,12 @@ namespace Game
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MISSILE_GUIDANCE_COUNT = 0x4,
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};
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struct StreamPosInfo
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{
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char* pos;
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unsigned int index;
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};
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struct TracerDef
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{
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const char* name;
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@ -16,8 +16,8 @@ namespace Utils::Compression
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auto* buffer = allocator.allocateArray<char>(length);
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#ifdef _DEBUG
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constexpr auto compression = Z_NO_COMPRESSION;
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#ifdef _DEBUG && false
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constexpr auto compression = Z_BEST_COMPRESSION;
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#else
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constexpr auto compression = Z_BEST_COMPRESSION;
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#endif
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