#include "..\STDInclude.hpp" namespace Components { bool AssetHandler::BypassState = false; std::map AssetHandler::TypeCallbacks; std::vector AssetHandler::RestrictCallbacks; std::map AssetHandler::Relocations; Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename) { Game::XAssetHeader header = { 0 }; // Allow call DB_FindXAssetHeader within the hook AssetHandler::BypassState = true; if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end()) { header = AssetHandler::TypeCallbacks[type](type, filename); } // Disallow calling DB_FindXAssetHeader ;) AssetHandler::BypassState = false; return header; } void __declspec(naked) AssetHandler::FindAssetStub() { __asm { push ecx push ebx push ebp push esi push edi // Check if custom handler should be bypassed xor eax, eax mov al, AssetHandler::BypassState test al, al jnz finishOriginal mov ecx, [esp + 18h] // Asset type mov ebx, [esp + 1Ch] // Filename push ebx push ecx call AssetHandler::FindAsset add esp, 8h test eax, eax jnz finishFound finishOriginal: // Asset not found using custom handlers, redirect to DB_FindXAssetHeader mov ebx, ds:6D7190h // InterlockedDecrement mov eax, 40793Bh jmp eax finishFound: pop edi pop esi pop ebp pop ebx pop ecx retn } } bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset) { const char* name = Game::DB_GetXAssetNameHandlers[type](asset); if (!name) return false; for (auto callback : AssetHandler::RestrictCallbacks) { if (!callback(type, *asset, name)) { return false; } } return true; } void __declspec(naked) AssetHandler::AddAssetStub() { __asm { push [esp + 8] push [esp + 8] call AssetHandler::IsAssetEligible add esp, 08h test al, al jz doNotLoad mov eax, [esp + 8] sub esp, 14h mov ecx, 5BB657h jmp ecx doNotLoad: mov eax, [esp + 8] retn } } void AssetHandler::OnFind(Game::XAssetType type, AssetHandler::Callback callback) { AssetHandler::TypeCallbacks[type] = callback; } void AssetHandler::OnLoad(RestrictCallback callback) { AssetHandler::RestrictCallbacks.push_back(callback); } void AssetHandler::Relocate(void* start, void* to, DWORD size) { for (DWORD i = 0; i < size; i += 4) { AssetHandler::Relocations[reinterpret_cast(start) + i] = reinterpret_cast(to) + i; } } void AssetHandler::OffsetToAlias(FastFiles::Offset* offset) { offset->fullPointer = *reinterpret_cast((*Game::g_streamBlocks)[offset->GetDecrementedStream()].data + offset->GetDecrementedPointer()); if (AssetHandler::Relocations.find(offset->fullPointer) != AssetHandler::Relocations.end()) { offset->fullPointer = AssetHandler::Relocations[offset->fullPointer]; } } AssetHandler::AssetHandler() { // DB_FindXAssetHeader Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).Install()->Quick(); // DB_ConvertOffsetToAlias Utils::Hook(0x4FDFA0, AssetHandler::OffsetToAlias, HOOK_JUMP).Install()->Quick(); // DB_AddXAsset Utils::Hook(0x5BB650, AssetHandler::AddAssetStub, HOOK_JUMP).Install()->Quick(); } AssetHandler::~AssetHandler() { AssetHandler::TypeCallbacks.clear(); } }