#include "..\STDInclude.hpp" namespace Components { bool AssetHandler::BypassState = false; std::map AssetHandler::TypeCallbacks; Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename) { Game::XAssetHeader header = nullptr; AssetHandler::BypassState = true; if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end()) { header = AssetHandler::TypeCallbacks[type](type, filename); } 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 } } void AssetHandler::On(Game::XAssetType type, AssetHandler::Callback callback) { AssetHandler::TypeCallbacks[type] = callback; } AssetHandler::AssetHandler() { Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).Install()->Quick(); } AssetHandler::~AssetHandler() { AssetHandler::TypeCallbacks.clear(); } }