#include "STDInclude.hpp" namespace Components { void FileSystem::File::Read() { char* buffer = nullptr; int size = Game::FS_ReadFile(this->FilePath.data(), &buffer); this->Buffer.clear(); if (size < 0) { if (buffer) { Game::FS_FreeFile(buffer); } } else { this->Buffer.append(buffer, size); Game::FS_FreeFile(buffer); } } void FileSystem::FileWriter::Write(std::string data) { if (this->Handle) { Game::FS_Write(data.data(), data.size(), this->Handle); } } void FileSystem::FileWriter::Open() { this->Handle = Game::FS_FOpenFileWrite(this->FilePath.data()); } void FileSystem::FileWriter::Close() { if (this->Handle) { Game::FS_FCloseFile(this->Handle); } } std::vector FileSystem::GetFileList(std::string path, std::string extension) { std::vector fileList; int numFiles = 0; char** files = Game::FS_ListFiles(path.data(), extension.data(), Game::FS_LIST_PURE_ONLY, &numFiles, 0); if (files) { for (int i = 0; i < numFiles; ++i) { if (files[i]) { fileList.push_back(files[i]); } } Game::FS_FreeFileList(files); } return fileList; } void FileSystem::DeleteFile(std::string folder, std::string file) { char path[MAX_PATH] = { 0 }; Game::FS_BuildPathToFile(Dvar::Var("fs_basepath").Get(),reinterpret_cast(0x63D0BB8), Utils::VA("%s/%s", folder.data(), file.data()), reinterpret_cast(&path)); Game::FS_Remove(path); } int FileSystem::ExecIsFSStub(const char* execFilename) { return !File(execFilename).Exists(); } FileSystem::FileSystem() { // Filesystem config checks Utils::Hook(0x6098FD, FileSystem::ExecIsFSStub, HOOK_CALL).Install()->Quick(); // exec whitelist removal (YAYFINITY WARD) Utils::Hook::Nop(0x609685, 5); Utils::Hook::Nop(0x60968C, 2); // ignore 'no iwd files found in main' Utils::Hook::Nop(0x642A4B, 5); // Ignore bad magic, when trying to free hunk when it's already cleared Utils::Hook::Set(0x49AACE, 0xC35E); } }