#include "STDInclude.hpp" namespace Components { Game::XAssetHeader Weapon::WeaponFileLoad(Game::XAssetType /*type*/, std::string filename) { Game::XAssetHeader header = { nullptr }; // Try loading raw weapon if (FileSystem::File(Utils::String::VA("weapons/mp/%s", filename.data())).exists()) { header.data = Game::BG_LoadWeaponDef_LoadObj(filename.data()); } return header; } void Weapon::PatchLimit() { static int bg_weaponCompleteDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35E1, sizeof(bg_weaponCompleteDefs)); Utils::Hook::Set(0x44CE07, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C671, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C6A4, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B35E8, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B3643, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE903, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE927, bg_weaponCompleteDefs); Utils::Hook::Set(0x4E6EC7, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B69A, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B910, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B925, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA22, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA51, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA78, bg_weaponCompleteDefs); static int bg_weaponDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35F2, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x42F697, bg_weaponDefs); Utils::Hook::Set(0x440EB7, bg_weaponDefs); Utils::Hook::Set(0x45C67D, bg_weaponDefs); Utils::Hook::Set(0x45C685, bg_weaponDefs); Utils::Hook::Set(0x45C6B0, bg_weaponDefs); Utils::Hook::Set(0x4B35F9, bg_weaponDefs); Utils::Hook::Set(0x4B364B, bg_weaponDefs); Utils::Hook::Set(0x57B693, bg_weaponDefs); Utils::Hook::Set(0x57B75D, bg_weaponDefs); Utils::Hook::Set(0x57B809, bg_weaponDefs); Utils::Hook::Set(0x57B8D3, bg_weaponDefs); Utils::Hook::Set(0x57B96D, bg_weaponDefs); Utils::Hook::Set(0x57BA32, bg_weaponDefs); static int bg_weapClips[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3603, sizeof(bg_weapClips)); Utils::Hook::Set(0x4B360A, bg_weapClips); Utils::Hook::Set(0x4B3666, bg_weapClips); Utils::Hook::Set(0x57B993, bg_weapClips); Utils::Hook::Set(0x57B9E1, bg_weapClips); Utils::Hook::Set(0x57B9EA, bg_weapClips); static int bg_sharedAmmoCaps[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3614, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x414D27, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B361B, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B365B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B83B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B870, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B87D, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B89C, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B8E0, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B901, bg_sharedAmmoCaps); static int bg_weapAmmoTypes[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3625, sizeof(bg_weapAmmoTypes)); Utils::Hook::Set(0x4B362C, bg_weapAmmoTypes); Utils::Hook::Set(0x4B3650, bg_weapAmmoTypes); Utils::Hook::Set(0x57B782, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7D1, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7DA, bg_weapAmmoTypes); // static int weaponStrings[WEAPON_LIMIT * 2]; // string + hash // Utils::Hook::Set(0x504E01, sizeof(weaponStrings)); // Utils::Hook::Set(0x4C77DC, sizeof(weaponStrings)); // Utils::Hook::Set(0x4B72DC, weaponStrings); // Utils::Hook::Set(0x4C77E2, weaponStrings); // Utils::Hook::Set(0x504E08, weaponStrings); // Utils::Hook::Set(0x795584, weaponStrings); // Utils::Hook::Set(0x4B72E8, &weaponStrings[1]); // Patch bg_weaponDefs on the stack Utils::Hook::Set(0x40C31D, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C32F, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Move second buffer pointers Utils::Hook::Set(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (1200 * 4))); Utils::Hook::Set(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4))); Utils::Hook::Set(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4))); // Move arg0 pointers Utils::Hook::Set(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); Utils::Hook::Set(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Move arg4 pointers Utils::Hook::Set(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2))); // Patch bg_sharedAmmoCaps on the stack Utils::Hook::Set(0x4F76E6, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); // Move arg0 pointers Utils::Hook::Set(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); Utils::Hook::Set(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); // Move arg4 pointers Utils::Hook::Set(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4))); // TODO: Check 0x486E51 } Weapon::Weapon() { //Weapon::PatchLimit(); // Intercept weapon loading AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_WEAPON, Weapon::WeaponFileLoad); // weapon asset existence check Utils::Hook::Nop(0x408228, 5); // find asset header Utils::Hook::Nop(0x408230, 5); // is asset default Utils::Hook::Nop(0x40823A, 2); // jump // Skip double loading for fs_game Utils::Hook::Set(0x4081FD, 0xEB); } }