104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
#include <STDInclude.hpp>
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namespace Components
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{
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const char* VisionFile::DvarExceptions[] =
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{
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"r_pretess",
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};
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void VisionFile::ApplyExemptDvar(const std::string& dvarName, const char* buffer, const std::string& fileName)
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{
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for (std::size_t i = 0; i < ARRAYSIZE(DvarExceptions); ++i)
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{
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if (dvarName == DvarExceptions[i])
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{
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const auto* dvar = Game::Dvar_FindVar(dvarName.data());
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const auto* parsedValue = Game::Com_ParseOnLine(&buffer);
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assert(dvar != nullptr);
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Game::Dvar_SetFromStringFromSource(dvar, parsedValue, Game::DvarSetSource::DVAR_SOURCE_INTERNAL);
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Logger::Print("Overriding '{}' from '{}'\n", dvarName, fileName);
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// Successfully found and tried to apply the string value to the dvar
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return;
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}
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}
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Game::Com_PrintWarning(Game::conChannel_t::CON_CHANNEL_SYSTEM,
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"WARNING: unknown dvar \'%s\' in file \'%s\'\n", dvarName.data(), fileName.data());
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}
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// Gets the dvar name and value and attemps to apply it to the vision settings
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void VisionFile::ApplyValueToSettings(const std::string& key, const char* buffer,
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const std::string& fileName, Game::visionSetVars_t* settings)
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{
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for (std::size_t i = 0; i < 21; ++i)
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{
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// Must be case insensitive comparison
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if (key == Utils::String::ToLower(Game::visionDefFields[i].name))
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{
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auto* const dvarValue = Game::Com_ParseOnLine(&buffer);
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if (!Game::ApplyTokenToField(i, dvarValue, settings))
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{
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Game::Com_PrintWarning(Game::conChannel_t::CON_CHANNEL_SYSTEM,
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"WARNING: malformed dvar \'%s\' in file \'%s\'\n", dvarValue, fileName.data());
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// Failed to apply the value. Check that sscanf can actually parse the value
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return;
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}
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// Successfully found and applied the value to the settings
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return;
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}
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}
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// Dvar not found in visionDefFields, let's try to see if it's a 'patched' dvar
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ApplyExemptDvar(key, buffer, fileName);
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}
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bool VisionFile::LoadVisionSettingsFromBuffer(const char* buffer, const char* fileName, Game::visionSetVars_t* settings)
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{
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assert(settings != nullptr);
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assert(fileName != nullptr);
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Game::Com_BeginParseSession(fileName);
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// Will split the buffer into tokens using the following delimiters: space, newlines (more?)
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for (auto i = Game::Com_Parse(&buffer); *i != '\0'; i = Game::Com_Parse(&buffer))
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{
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// Converting 'key' to lower case as it will be needed later
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ApplyValueToSettings(Utils::String::ToLower(i), buffer, fileName, settings);
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Game::Com_SkipRestOfLine(&buffer);
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}
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Game::Com_EndParseSession();
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return true;
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}
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__declspec(naked) bool VisionFile::LoadVisionSettingsFromBuffer_Stub()
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{
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// No need for push/pop ad guards, I have checked :)
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__asm
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{
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push [esp + 0x8] // settings
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push ebx // filename
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push [esp + 0xC] // buffer
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call VisionFile::LoadVisionSettingsFromBuffer
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add esp, 0xC
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ret
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}
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}
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VisionFile::VisionFile()
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{
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AssertSize(Game::visField_t, 12);
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// Place hook in LoadVisionFile function
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Utils::Hook(0x59A98A, LoadVisionSettingsFromBuffer_Stub, HOOK_CALL).install()->quick();
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}
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}
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