Allow OnLoad unsubscription, weapon implementation fixes, formattting
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cc895c766e
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deps/iw4-open-formats
vendored
2
deps/iw4-open-formats
vendored
@ -1 +1 @@
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Subproject commit 6af596a010eebf727e5d914bf9a01903c14ae128
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Subproject commit fa074d9ba5f61c200db05878bb9fba5ee37a8994
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@ -349,9 +349,13 @@ namespace Components
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AssetHandler::TypeCallbacks[type] = callback;
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}
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void AssetHandler::OnLoad(Utils::Slot<AssetHandler::RestrictCallback> callback)
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std::function<void()> AssetHandler::OnLoad(Utils::Slot<AssetHandler::RestrictCallback> callback)
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{
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AssetHandler::RestrictSignal.connect(callback);
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return [callback](){
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AssetHandler::RestrictSignal.disconnect(callback);
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};
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}
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void AssetHandler::ClearRelocations()
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@ -23,7 +23,7 @@ namespace Components
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~AssetHandler();
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static void OnFind(Game::XAssetType type, Utils::Slot<Callback> callback);
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static void OnLoad(Utils::Slot<RestrictCallback> callback);
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static std::function<void()> OnLoad(Utils::Slot<RestrictCallback> callback);
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static void ClearRelocations();
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static void Relocate(void* start, void* to, DWORD size = 4);
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@ -3,8 +3,16 @@
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namespace Assets
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{
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void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->weapon = builder->getIW4OfApi()->read<Game::WeaponCompleteDef>(Game::XAssetType::ASSET_TYPE_WEAPON, name);
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if (header->weapon)
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{
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return;
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}
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// Try loading raw weapon
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if (Components::FileSystem::File(std::format("weapons/mp/{}", name)))
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{
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@ -193,6 +201,33 @@ namespace Assets
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LoadWeapSound(missileConeSoundAlias);
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LoadWeapSound(missileConeSoundAliasAtBase);
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for (size_t i = 0; i < 37; i++)
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{
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{
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const auto anim = asset->weapDef->szXAnimsLeftHanded[i];
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if (anim && strnlen(anim, 1) > 0) {
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builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_XANIMPARTS, anim, false);
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}
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}
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{
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const auto anim = asset->weapDef->szXAnimsRightHanded[i];
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if (anim && strnlen(anim, 1) > 0) {
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builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_XANIMPARTS, anim, false);
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}
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}
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{
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const auto anim = asset->szXAnims[i];
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if (anim && strnlen(anim, 1) > 0) {
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builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_XANIMPARTS, anim, false);
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}
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}
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}
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if (asset->szAltWeaponName && *asset->szAltWeaponName != 0 && !asset->dpadIcon) // A very bad way to check if this is already an alt
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{
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builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_WEAPON, asset->szAltWeaponName, false);
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}
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}
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void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
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@ -6,6 +6,7 @@
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namespace Components
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{
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const Game::dvar_t* Weapon::BGWeaponOffHandFix;
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Game::XModel* Weapon::G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
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Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name)
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{
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@ -433,6 +434,20 @@ namespace Components
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Utils::Hook::Set<DWORD>(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
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// Move arg4 pointers
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Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
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// Reallocate G_ModelIndex
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Utils::Hook::Set(0x420654 + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x43BCE4 + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x44F27B + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x479087 + 1, G_ModelIndexReallocated);
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Utils::Hook::Set(0x48069D + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x48F088 + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x4F457C + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x5FC762 + 3, G_ModelIndexReallocated);
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Utils::Hook::Set(0x5FC7BE + 3, G_ModelIndexReallocated);
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Utils::Hook::Set<DWORD>(0x44F256 + 2, G_MODELINDEX_LIMIT);
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}
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void* Weapon::LoadNoneWeaponHook()
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@ -636,6 +651,10 @@ namespace Components
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Utils::Hook::Nop(0x408230, 5); // is asset default
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Utils::Hook::Nop(0x40823A, 2); // jump
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// Automatically register weapons, even if the level is not loading
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Utils::Hook::Nop(0x49E547, 2);
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Utils::Hook::Set<BYTE>(0x44F240, 0xEB);
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// Skip double loading for fs_game
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Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);
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@ -4,6 +4,9 @@
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// Was 1200 before
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#define WEAPON_LIMIT 2400
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#define MAX_CONFIGSTRINGS (4139 - 1200 + WEAPON_LIMIT)
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#define G_MODELINDEX_LIMIT (526 + WEAPON_LIMIT - 1200)
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#define G_MODELINDEX_HAS_BEEN_REALLOCATED
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namespace Components
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{
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@ -11,6 +14,7 @@ namespace Components
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{
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public:
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Weapon();
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static Game::XModel* G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
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private:
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static const Game::dvar_t* BGWeaponOffHandFix;
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File diff suppressed because it is too large
Load Diff
@ -82,6 +82,31 @@ namespace Utils
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Utils::Merge(&this->slots, obj.getSlots());
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}
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void disconnect(const Slot<T> slot)
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{
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std::lock_guard<std::recursive_mutex> _(this->mutex);
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if (slot)
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{
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this->slots.erase(
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std::remove_if(
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this->slots.begin(),
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this->slots.end(),
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[&](std::function<T>& a)
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{
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if (a.target<T>() == slot.target<T>())
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{
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return true;
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}
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return false;
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}
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), this->slots.end()
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);
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}
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}
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void connect(const Slot<T> slot)
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{
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std::lock_guard<std::recursive_mutex> _(this->mutex);
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