[Weapon] Runtime memory editing removed.
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@ -423,8 +423,8 @@ namespace Components
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void* Weapon::LoadNoneWeaponHook()
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{
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// load anim scripts now, rather than a bit later on
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((void(*)())0x4E46A0)();
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Utils::Hook::Nop(0x4B3670, 5);
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Utils::Hook::Call<void()>(0x4E46A0)();
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return Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_WEAPON, "none").data;
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}
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@ -452,6 +452,8 @@ namespace Components
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// Skip double loading for fs_game
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Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);
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// Weapon swap fix
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Utils::Hook::Nop(0x4B3670, 5);
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Utils::Hook(0x57B4F0, LoadNoneWeaponHookStub).install()->quick();
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// Don't load bounce sounds for now, it causes crashes
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