iw4x-client/src/Components/Modules/QuickPatch.cpp
2022-08-24 16:38:14 +02:00

822 lines
24 KiB
C++

#include <STDInclude.hpp>
namespace Components
{
Dvar::Var QuickPatch::r_customAspectRatio;
void QuickPatch::UnlockStats()
{
if (Dedicated::IsEnabled()) return;
if (Game::CL_IsCgameInitialized())
{
Toast::Show("cardicon_locked", "^1Error", "Not allowed while ingame.", 3000);
return;
}
Command::Execute("setPlayerData prestige 10");
Command::Execute("setPlayerData experience 2516000");
Command::Execute("setPlayerData iconUnlocked cardicon_prestige10_02 1");
// Unlock challenges
Game::StringTable* challengeTable = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_STRINGTABLE, "mp/allchallengestable.csv").stringTable;
if (challengeTable)
{
for (int i = 0; i < challengeTable->rowCount; ++i)
{
// Find challenge
const char* challenge = Game::TableLookup(challengeTable, i, 0);
int maxState = 0;
int maxProgress = 0;
// Find correct tier and progress
for (int j = 0; j < 10; ++j)
{
int progress = atoi(Game::TableLookup(challengeTable, i, 6 + j * 2));
if (!progress) break;
maxState = j + 2;
maxProgress = progress;
}
Command::Execute(Utils::String::VA("setPlayerData challengeState %s %d", challenge, maxState));
Command::Execute(Utils::String::VA("setPlayerData challengeProgress %s %d", challenge, maxProgress));
}
}
}
__declspec(naked) void QuickPatch::JavelinResetHook_Stub()
{
__asm
{
mov eax, 577A10h;
call eax;
pop edi;
mov dword ptr [esi+34h], 0;
pop esi;
pop ebx;
retn;
}
}
Game::dvar_t* QuickPatch::g_antilag;
__declspec(naked) void QuickPatch::ClientEventsFireWeapon_Stub()
{
__asm
{
// check g_antilag dvar value
mov eax, g_antilag;
cmp byte ptr[eax + 16], 1;
// do antilag if 1
je fireWeapon
// do not do antilag if 0
mov eax, 0x1A83554 // level.time
mov ecx, [eax]
fireWeapon:
push edx
push ecx
push edi
mov eax, 0x4A4D50 // FireWeapon
call eax
add esp, 0Ch
pop edi
pop ecx
retn
}
}
__declspec(naked) void QuickPatch::ClientEventsFireWeaponMelee_Stub()
{
__asm
{
// check g_antilag dvar value
mov eax, g_antilag;
cmp byte ptr[eax + 16], 1;
// do antilag if 1
je fireWeaponMelee
// do not do antilag if 0
mov eax, 0x1A83554 // level.time
mov edx, [eax]
fireWeaponMelee:
push edx
push edi
mov eax, 0x4F2470 // FireWeaponMelee
call eax
add esp, 8
pop edi
pop ecx
retn
}
}
Game::dvar_t* QuickPatch::Dvar_RegisterAspectRatioDvar(const char* dvarName, const char** /*valueList*/, int defaultIndex, unsigned __int16 flags, const char* description)
{
static const char* r_aspectRatioEnum[] =
{
"auto",
"standard",
"wide 16:10",
"wide 16:9",
"custom",
nullptr
};
// register custom aspect ratio dvar
QuickPatch::r_customAspectRatio = Dvar::Register<float>("r_customAspectRatio",
16.0f / 9.0f, 4.0f / 3.0f, 63.0f / 9.0f, flags,
"Screen aspect ratio. Divide the width by the height in order to get the aspect ratio value. For example: 16 / 9 = 1,77");
// register enumeration dvar
return Game::Dvar_RegisterEnum(dvarName, r_aspectRatioEnum, defaultIndex, flags, description);
}
void QuickPatch::SetAspectRatio()
{
// set the aspect ratio
Utils::Hook::Set<float>(0x66E1C78, r_customAspectRatio.get<float>());
}
__declspec(naked) void QuickPatch::SetAspectRatio_Stub()
{
__asm
{
cmp eax, 4;
ja goToDefaultCase;
je useCustomRatio;
// execute switch statement code
push 0x5063FC;
retn;
goToDefaultCase:
push 0x5064FC;
retn;
useCustomRatio:
// set custom resolution
pushad;
call SetAspectRatio;
popad;
// set widescreen to 1
mov eax, 1;
// continue execution
push 0x506495;
retn;
}
}
BOOL QuickPatch::IsDynClassname_Stub(const char* classname)
{
const auto version = Zones::Version();
if (version >= VERSION_LATEST_CODO)
{
for (auto i = 0; i < Game::spawnVars->numSpawnVars; i++)
{
char** kvPair = Game::spawnVars->spawnVars[i];
const auto* key = kvPair[0];
const auto* val = kvPair[1];
auto isSpecOps = std::strncmp(key, "script_specialops", 17) == 0;
auto isSpecOpsOnly = (val[0] == '1') && (val[1] == '\0');
if (isSpecOps && isSpecOpsOnly)
{
// This will prevent spawning of any entity that contains "script_specialops: '1'"
// It removes extra hitboxes / meshes on 461+ CODO multiplayer maps
return TRUE;
}
}
}
return Utils::Hook::Call<BOOL(const char*)>(0x444810)(classname); // IsDynClassname
}
void QuickPatch::CL_KeyEvent_OnEscape()
{
if (Game::Con_CancelAutoComplete())
return;
if (TextRenderer::HandleFontIconAutocompleteKey(0, TextRenderer::FONT_ICON_ACI_CONSOLE, Game::K_ESCAPE))
return;
// Close console
Game::Key_RemoveCatcher(0, ~Game::KEYCATCH_CONSOLE);
}
__declspec(naked) void QuickPatch::CL_KeyEvent_ConsoleEscape_Stub()
{
__asm
{
pushad
call CL_KeyEvent_OnEscape
popad
// Exit CL_KeyEvent function
mov ebx, 0x4F66F2
jmp ebx
}
}
void QuickPatch::R_AddImageToList_Hk(Game::XAssetHeader header, void* data)
{
auto* imageList = static_cast<Game::ImageList*>(data);
assert(imageList->count < ARRAYSIZE(imageList->image));
if (header.image->texture.basemap)
{
imageList->image[imageList->count++] = header.image;
}
}
void QuickPatch::Sys_SpawnQuitProcess_Hk()
{
if (*Game::sys_exitCmdLine[0] == '\0')
{
return;
}
auto workingDir = std::filesystem::current_path().string();
auto binary = FileSystem::GetAppdataPath() / "data" / "iw4x" / *Game::sys_exitCmdLine;
SetEnvironmentVariableA("XLABS_MW2_INSTALL", workingDir.data());
Utils::Library::LaunchProcess(binary.string(), "-singleplayer", workingDir);
}
__declspec(naked) void QuickPatch::SND_GetAliasOffset_Stub()
{
using namespace Game;
static const char* msg = "SND_GetAliasOffset: Could not find sound alias '%s'";
static const DWORD func = 0x4B22D0; // Com_Error
__asm
{
// Check if snd_alias_t* is null immediately after call to Com_FindSoundAlias_FastFile
test eax, eax
jz error
// Game code hook skipped
mov ecx, eax
mov edx, dword ptr [ecx + 0x4]
// Resume function
push 0x437CB2
ret
error:
add esp, 0x4 // Com_FindSoundAlias_FastFile takes one argument
push [esi] // alias->aliasName
push msg
push ERR_DROP
call func // Going to longjmp back to safety
add esp, 0xC
xor eax, eax
pop esi
ret
}
}
Game::dvar_t* QuickPatch::Dvar_RegisterConMinicon(const char* dvarName, [[maybe_unused]] bool value, unsigned __int16 flags, const char* description)
{
#ifdef _DEBUG
constexpr auto value_ = true;
#else
constexpr auto value_ = false;
#endif
return Game::Dvar_RegisterBool(dvarName, value_, flags, description);
}
QuickPatch::QuickPatch()
{
// Filtering any mapents that is intended for Spec:Ops gamemode (CODO) and prevent them from spawning
Utils::Hook(0x5FBD6E, QuickPatch::IsDynClassname_Stub, HOOK_CALL).install()->quick();
// Hook escape handling on open console to change behaviour to close the console instead of only canceling autocomplete
Utils::Hook(0x4F66A3, CL_KeyEvent_ConsoleEscape_Stub, HOOK_JUMP).install()->quick();
// Intermission time dvar
Game::Dvar_RegisterFloat("scr_intermissionTime", 10, 0, 120, Game::DVAR_NONE, "Time in seconds before match server loads the next map");
g_antilag = Game::Dvar_RegisterBool("g_antilag", true, Game::DVAR_CODINFO, "Perform antilag");
Utils::Hook(0x5D6D56, QuickPatch::ClientEventsFireWeapon_Stub, HOOK_JUMP).install()->quick();
Utils::Hook(0x5D6D6A, QuickPatch::ClientEventsFireWeaponMelee_Stub, HOOK_JUMP).install()->quick();
// Javelin fix
Utils::Hook(0x578F52, QuickPatch::JavelinResetHook_Stub, HOOK_JUMP).install()->quick();
// Add ultrawide support
Utils::Hook(0x51B13B, QuickPatch::Dvar_RegisterAspectRatioDvar, HOOK_CALL).install()->quick();
Utils::Hook(0x5063F3, QuickPatch::SetAspectRatio_Stub, HOOK_JUMP).install()->quick();
Utils::Hook(0x4FA448, QuickPatch::Dvar_RegisterConMinicon, HOOK_CALL).install()->quick();
Utils::Hook::Set<void(*)(Game::XAssetHeader, void*)>(0x51FCDD, QuickPatch::R_AddImageToList_Hk);
Utils::Hook::Set<const char*>(0x41DB8C, "iw4x-sp.exe");
Utils::Hook(0x4D6989, QuickPatch::Sys_SpawnQuitProcess_Hk, HOOK_CALL).install()->quick();
// Fix crash as nullptr goes unchecked
Utils::Hook(0x437CAD, QuickPatch::SND_GetAliasOffset_Stub, HOOK_JUMP).install()->quick();
// protocol version (workaround for hacks)
Utils::Hook::Set<int>(0x4FB501, PROTOCOL);
// protocol command
Utils::Hook::Set<int>(0x4D36A9, PROTOCOL);
Utils::Hook::Set<int>(0x4D36AE, PROTOCOL);
Utils::Hook::Set<int>(0x4D36B3, PROTOCOL);
// internal version is 99, most servers should accept it
Utils::Hook::Set<int>(0x463C61, 208);
// remove system pre-init stuff (improper quit, disk full)
Utils::Hook::Set<BYTE>(0x411350, 0xC3);
// remove STEAMSTART checking for DRM IPC
Utils::Hook::Nop(0x451145, 5);
Utils::Hook::Set<BYTE>(0x45114C, 0xEB);
// LSP disabled
Utils::Hook::Set<BYTE>(0x435950, 0xC3); // LSP HELLO
Utils::Hook::Set<BYTE>(0x49C220, 0xC3); // We wanted to send a logging packet, but we haven't connected to LSP!
Utils::Hook::Set<BYTE>(0x4BD900, 0xC3); // main LSP response func
Utils::Hook::Set<BYTE>(0x682170, 0xC3); // Telling LSP that we're playing a private match
Utils::Hook::Nop(0x4FD448, 5); // Don't create lsp_socket
// Don't delete config files if corrupted
Utils::Hook::Set<BYTE>(0x47DCB3, 0xEB);
Utils::Hook::Set<BYTE>(0x4402B6, 0);
// hopefully allow alt-tab during game, used at least in alt-enter handling
Utils::Hook::Set<DWORD>(0x45ACE0, 0xC301B0);
// fs_basegame
Utils::Hook::Set<const char*>(0x6431D1, BASEGAME);
// console title
if (ZoneBuilder::IsEnabled())
{
Utils::Hook::Set<const char*>(0x4289E8, "IW4x (" VERSION "): ZoneBuilder");
}
else if (Dedicated::IsEnabled())
{
Utils::Hook::Set<const char*>(0x4289E8, "IW4x (" VERSION "): Dedicated");
}
else
{
Utils::Hook::Set<const char*>(0x4289E8, "IW4x (" VERSION "): Console");
}
// window title
Utils::Hook::Set<const char*>(0x5076A0, "IW4x: Multiplayer");
// sv_hostname
Utils::Hook::Set<const char*>(0x4D378B, "IW4Host");
// console logo
Utils::Hook::Set<const char*>(0x428A66, BASEGAME "/images/logo.bmp");
// splash logo
Utils::Hook::Set<const char*>(0x475F9E, BASEGAME "/images/splash.bmp");
Utils::Hook::Set<const char*>(0x4876C6, "Successfully read stats data\n");
// Numerical ping (cg_scoreboardPingText 1)
Utils::Hook::Set<BYTE>(0x45888E, 1);
Utils::Hook::Set<BYTE>(0x45888C, Game::DVAR_CHEAT);
// increase font sizes for chat on higher resolutions
static float float13 = 13.0f;
static float float10 = 10.0f;
Utils::Hook::Set<float*>(0x5814AE, &float13);
Utils::Hook::Set<float*>(0x5814C8, &float10);
// Enable commandline arguments
Utils::Hook::Set<BYTE>(0x464AE4, 0xEB);
// remove limit on IWD file loading
Utils::Hook::Set<BYTE>(0x642BF3, 0xEB);
// dont run UPNP stuff on main thread
Utils::Hook::Set<BYTE>(0x48A135, 0xC3);
Utils::Hook::Set<BYTE>(0x48A151, 0xC3);
Utils::Hook::Nop(0x684080, 5); // Don't spam the console
// spawn upnp thread when UPNP_init returns
Utils::Hook::Hook(0x47982B, []()
{
std::thread([]
{
// check natpmpstate
// state 4 is no more devices to query
while (Utils::Hook::Get<int>(0x66CE200) < 4)
{
Utils::Hook::Call<void()>(0x4D7030)();
std::this_thread::sleep_for(500ms);
}
}).detach();
}, HOOK_JUMP).install()->quick();
// disable the IWNet IP detection (default 'got ipdetect' flag to 1)
Utils::Hook::Set<BYTE>(0x649D6F0, 1);
// Fix stats sleeping
Utils::Hook::Set<BYTE>(0x6832BA, 0xEB);
Utils::Hook::Set<BYTE>(0x4BD190, 0xC3);
// remove 'impure stats' checking
Utils::Hook::Set<BYTE>(0x4BB250, 0x33);
Utils::Hook::Set<BYTE>(0x4BB251, 0xC0);
Utils::Hook::Set<DWORD>(0x4BB252, 0xC3909090);
// default sv_pure to 0
Utils::Hook::Set<BYTE>(0x4D3A74, 0);
// Force debug logging
Utils::Hook::Set<BYTE>(0x60AE4A, 1);
//Utils::Hook::Nop(0x60AE49, 8);
//Utils::Hook::Set<BYTE>(0x6FF53C, 0);
// remove activeAction execution (exploit in mods)
Utils::Hook::Set<BYTE>(0x5A1D43, 0xEB);
// disable bind protection
Utils::Hook::Set<BYTE>(0x4DACA2, 0xEB);
// require Windows 5
Utils::Hook::Set<BYTE>(0x467ADF, 5);
Utils::Hook::Set<char>(0x6DF5D6, '5');
// disable 'ignoring asset' notices
Utils::Hook::Nop(0x5BB902, 5);
// disable migration_dvarErrors
Utils::Hook::Set<BYTE>(0x60BDA7, 0);
// allow joining 'developer 1' servers
Utils::Hook::Set<BYTE>(0x478BA2, 0xEB);
// fs_game fixes
Utils::Hook::Nop(0x4A5D74, 2); // remove fs_game profiles
Utils::Hook::Set<BYTE>(0x4081FD, 0xEB); // defaultweapon
// filesystem init default_mp.cfg check
Utils::Hook::Nop(0x461A9E, 5);
Utils::Hook::Nop(0x461AAA, 5);
Utils::Hook::Set<BYTE>(0x461AB4, 0xEB);
// vid_restart when ingame
Utils::Hook::Nop(0x4CA1FA, 6);
// Filter log (initially com_logFilter, but I don't see why that dvar is needed)
// Seems like it's needed for B3, so there is a separate handling for dedicated servers in Dedicated.cpp
if (!Dedicated::IsEnabled())
{
Utils::Hook::Nop(0x647466, 5); // 'dvar set' lines
Utils::Hook::Nop(0x5DF4F2, 5); // 'sending splash open' lines
}
// intro stuff
Utils::Hook::Nop(0x60BEE9, 5); // Don't show legals
Utils::Hook::Nop(0x60BEF6, 5); // Don't reset the intro dvar
Utils::Hook::Set<const char*>(0x60BED2, "unskippablecinematic IW_logo\n");
Utils::Hook::Set<const char*>(0x51C2A4, "%s\\" BASEGAME "\\video\\%s.bik");
Utils::Hook::Set<DWORD>(0x51C2C2, 0x78A0AC);
// Redirect logs
Utils::Hook::Set<const char*>(0x5E44D8, "logs/games_mp.log");
Utils::Hook::Set<const char*>(0x60A90C, "logs/console_mp.log");
Utils::Hook::Set<const char*>(0x60A918, "logs/console_mp.log");
// Rename config
Utils::Hook::Set<const char*>(0x461B4B, CLIENT_CONFIG);
Utils::Hook::Set<const char*>(0x47DCBB, CLIENT_CONFIG);
Utils::Hook::Set<const char*>(0x6098F8, CLIENT_CONFIG);
Utils::Hook::Set<const char*>(0x60B279, CLIENT_CONFIG);
Utils::Hook::Set<const char*>(0x60BBD4, CLIENT_CONFIG);
// Disable profile system
// Utils::Hook::Nop(0x60BEB1, 5); // GamerProfile_InitAllProfiles - Causes an error, when calling a harrier killstreak.
// Utils::Hook::Nop(0x60BEB8, 5); // GamerProfile_LogInProfile
// Utils::Hook::Nop(0x4059EA, 5); // GamerProfile_RegisterCommands
Utils::Hook::Nop(0x4059EF, 5); // GamerProfile_RegisterDvars
Utils::Hook::Nop(0x47DF9A, 5); // GamerProfile_UpdateSystemDvars
Utils::Hook::Set<BYTE>(0x5AF0D0, 0xC3); // GamerProfile_SaveProfile
Utils::Hook::Set<BYTE>(0x4E6870, 0xC3); // GamerProfile_UpdateSystemVarsFromProfile
Utils::Hook::Set<BYTE>(0x4C37F0, 0xC3); // GamerProfile_UpdateProfileAndSaveIfNeeded
Utils::Hook::Set<BYTE>(0x633CA0, 0xC3); // GamerProfile_SetPercentCompleteMP
Utils::Hook::Nop(0x5AF1EC, 5); // Profile loading error
Utils::Hook::Set<BYTE>(0x5AE212, 0xC3); // Profile reading
// GamerProfile_RegisterCommands
// Some random function used as nullsub :P
Utils::Hook::Set<DWORD>(0x45B868, 0x5188FB); // profile_menuDvarsSetup
Utils::Hook::Set<DWORD>(0x45B87E, 0x5188FB); // profile_menuDvarsFinish
Utils::Hook::Set<DWORD>(0x45B894, 0x5188FB); // profile_toggleInvertedPitch
Utils::Hook::Set<DWORD>(0x45B8AA, 0x5188FB); // profile_setViewSensitivity
Utils::Hook::Set<DWORD>(0x45B8C3, 0x5188FB); // profile_setButtonsConfig
Utils::Hook::Set<DWORD>(0x45B8D9, 0x5188FB); // profile_setSticksConfig
Utils::Hook::Set<DWORD>(0x45B8EF, 0x5188FB); // profile_toggleAutoAim
Utils::Hook::Set<DWORD>(0x45B905, 0x5188FB); // profile_SetHasEverPlayed_MainMenu
Utils::Hook::Set<DWORD>(0x45B91E, 0x5188FB); // profile_SetHasEverPlayed_SP
Utils::Hook::Set<DWORD>(0x45B934, 0x5188FB); // profile_SetHasEverPlayed_SO
Utils::Hook::Set<DWORD>(0x45B94A, 0x5188FB); // profile_SetHasEverPlayed_MP
Utils::Hook::Set<DWORD>(0x45B960, 0x5188FB); // profile_setVolume
Utils::Hook::Set<DWORD>(0x45B979, 0x5188FB); // profile_setGamma
Utils::Hook::Set<DWORD>(0x45B98F, 0x5188FB); // profile_setBlacklevel
Utils::Hook::Set<DWORD>(0x45B9A5, 0x5188FB); // profile_toggleCanSkipOffensiveMissions
// Patch SV_IsClientUsingOnlineStatsOffline
Utils::Hook::Set<DWORD>(0x46B710, 0x90C3C033);
// Fix mouse lag
Utils::Hook::Nop(0x4731F5, 8);
Scheduler::Loop([]
{
SetThreadExecutionState(ES_DISPLAY_REQUIRED);
}, Scheduler::Pipeline::RENDERER);
// Fix mouse pitch adjustments
Dvar::Register<bool>("ui_mousePitch", false, Game::DVAR_ARCHIVE, "");
UIScript::Add("updateui_mousePitch", []([[maybe_unused]] const UIScript::Token& token, [[maybe_unused]] const Game::uiInfo_s* info)
{
if (Dvar::Var("ui_mousePitch").get<bool>())
{
Dvar::Var("m_pitch").set(-0.022f);
}
else
{
Dvar::Var("m_pitch").set(0.022f);
}
});
// Ignore call to print 'Offhand class mismatch when giving weapon...'
Utils::Hook(0x5D9047, 0x4BB9B0, HOOK_CALL).install()->quick();
Command::Add("unlockstats", QuickPatch::UnlockStats);
Command::Add("dumptechsets", [](Command::Params* param)
{
if (param->size() != 2)
{
Logger::Print("usage: dumptechsets <fastfile> | all\n");
return;
}
std::vector<std::string> fastFiles;
if (param->get(1) == "all"s)
{
for (const auto& f : Utils::IO::ListFiles("zone/english"))
fastFiles.emplace_back(f.substr(7, f.length() - 10));
for (const auto& f : Utils::IO::ListFiles("zone/dlc"))
fastFiles.emplace_back(f.substr(3, f.length() - 6));
for (const auto& f : Utils::IO::ListFiles("zone/patch"))
fastFiles.emplace_back(f.substr(5, f.length() - 8));
}
else
{
fastFiles.emplace_back(param->get(1));
}
auto count = 0;
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& name, bool* /*restrict*/)
{
// they're basically the same right?
if (type == Game::ASSET_TYPE_PIXELSHADER || type == Game::ASSET_TYPE_VERTEXSHADER)
{
Utils::IO::CreateDir("userraw/shader_bin");
const char* formatString;
if (type == Game::ASSET_TYPE_PIXELSHADER)
{
formatString = "userraw/shader_bin/%.ps";
}
else
{
formatString = "userraw/shader_bin/%.vs";
}
if (Utils::IO::FileExists(Utils::String::VA(formatString, name.data()))) return;
Utils::Stream buffer(0x1000);
auto* dest = buffer.dest<Game::MaterialPixelShader>();
buffer.save(asset.pixelShader);
if (asset.pixelShader->prog.loadDef.program)
{
buffer.saveArray(asset.pixelShader->prog.loadDef.program, asset.pixelShader->prog.loadDef.programSize);
Utils::Stream::ClearPointer(&dest->prog.loadDef.program);
}
Utils::IO::WriteFile(Utils::String::VA(formatString, name.data()), buffer.toBuffer());
}
if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
{
Utils::IO::CreateDir("userraw/techsets");
Utils::Stream buffer(0x1000);
Game::MaterialTechniqueSet* dest = buffer.dest<Game::MaterialTechniqueSet>();
buffer.save(asset.techniqueSet);
if (asset.techniqueSet->name)
{
buffer.saveString(asset.techniqueSet->name);
Utils::Stream::ClearPointer(&dest->name);
}
for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i)
{
Game::MaterialTechnique* technique = asset.techniqueSet->techniques[i];
if (technique)
{
// Size-check is obsolete, as the structure is dynamic
buffer.align(Utils::Stream::ALIGN_4);
Game::MaterialTechnique* destTechnique = buffer.dest<Game::MaterialTechnique>();
buffer.save(technique, 8);
// Save_MaterialPassArray
Game::MaterialPass* destPasses = buffer.dest<Game::MaterialPass>();
buffer.saveArray(technique->passArray, technique->passCount);
for (std::uint16_t j = 0; j < technique->passCount; ++j)
{
AssertSize(Game::MaterialPass, 20);
Game::MaterialPass* destPass = &destPasses[j];
Game::MaterialPass* pass = &technique->passArray[j];
if (pass->vertexDecl)
{
}
if (pass->args)
{
buffer.align(Utils::Stream::ALIGN_4);
buffer.saveArray(pass->args, pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount);
Utils::Stream::ClearPointer(&destPass->args);
}
}
if (technique->name)
{
buffer.saveString(technique->name);
Utils::Stream::ClearPointer(&destTechnique->name);
}
Utils::Stream::ClearPointer(&dest->techniques[i]);
}
}
}
});
for (const auto& fastFile : fastFiles)
{
if (!Game::DB_IsZoneLoaded(fastFile.data()))
{
Game::XZoneInfo info;
info.name = fastFile.data();
info.allocFlags = 0x20;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, true);
}
// unload the fastfiles so we don't run out of memory or asset pools
if (count % 5)
{
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = 0x20;
Game::DB_LoadXAssets(&info, 1, true);
}
count++;
}
});
#ifdef DEBUG
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& /*name*/, bool* /*restrict*/)
{
if (type == Game::XAssetType::ASSET_TYPE_GFXWORLD)
{
std::string buffer;
for (unsigned int i = 0; i < asset.gfxWorld->dpvs.staticSurfaceCount; ++i)
{
buffer.append(Utils::String::VA("%s\n", asset.gfxWorld->dpvs.surfaces[asset.gfxWorld->dpvs.sortedSurfIndex[i]].material->info.name));
}
Utils::IO::WriteFile("userraw/logs/matlog.txt", buffer);
}
});
#endif
// Debug patches
#ifdef DEBUG
// ui_debugMode 1
//Utils::Hook::Set<bool>(0x6312E0, true);
// fs_debug 1
Utils::Hook::Set<bool>(0x643172, true);
// developer 2
Utils::Hook::Set<BYTE>(0x4FA425, 2);
Utils::Hook::Set<BYTE>(0x51B087, 2);
Utils::Hook::Set<BYTE>(0x60AE13, 2);
// developer_Script 1
Utils::Hook::Set<bool>(0x60AE2B, true);
// Disable cheat protection for dvars
Utils::Hook::Set<BYTE>(0x646515, 0xEB); // Dvar_IsCheatProtected
#else
// Remove missing tag message
Utils::Hook::Nop(0x4EBF1A, 5);
#endif
if (Flags::HasFlag("nointro"))
{
Utils::Hook::Set<BYTE>(0x60BECF, 0xEB);
}
}
bool QuickPatch::unitTest()
{
uint32_t randIntCount = 4'000'000;
Logger::Debug("Generating {} random integers...", randIntCount);
const auto startTime = std::chrono::high_resolution_clock::now();
for (uint32_t i = 0; i < randIntCount; ++i)
{
Utils::Cryptography::Rand::GenerateInt();
}
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - startTime).count();
Logger::Debug("took {}ms", duration);
Logger::Debug("Testing ZLib compression...");
std::string test = Utils::String::VA("%c", Utils::Cryptography::Rand::GenerateInt());
for (int i = 0; i < 21; ++i)
{
std::string compressed = Utils::Compression::ZLib::Compress(test);
std::string decompressed = Utils::Compression::ZLib::Decompress(compressed);
if (test != decompressed)
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "Compressing {} bytes and decompressing failed!\n", test.size());
return false;
}
const auto size = test.size();
for (unsigned int j = 0; j < size; ++j)
{
test.append(Utils::String::VA("%c", Utils::Cryptography::Rand::GenerateInt()));
}
}
Logger::Debug("Success");
Logger::Debug("Testing trimming...");
std::string trim1 = " 1 ";
std::string trim2 = " 1";
std::string trim3 = "1 ";
Utils::String::Trim(trim1);
Utils::String::LTrim(trim2);
Utils::String::RTrim(trim3);
if (trim1 != "1") return false;
if (trim2 != "1") return false;
if (trim3 != "1") return false;
Logger::Debug("Success");
return true;
}
}