#include #include "loader/component_loader.hpp" #include "dvars.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include namespace renderer { namespace { utils::hook::detour r_init_draw_method_hook; utils::hook::detour r_update_front_end_dvar_options_hook; int get_fullbright_technique() { switch (dvars::r_fullbright->current.integer) { case 2: return game::TECHNIQUE_LIT; default: return game::TECHNIQUE_UNLIT; } } void gfxdrawmethod() { game::gfxDrawMethod->drawScene = game::GFX_DRAW_SCENE_STANDARD; game::gfxDrawMethod->baseTechType = dvars::r_fullbright->current.integer ? get_fullbright_technique() : game::TECHNIQUE_LIT; game::gfxDrawMethod->emissiveTechType = dvars::r_fullbright->current.integer ? get_fullbright_technique() : game::TECHNIQUE_EMISSIVE; game::gfxDrawMethod->forceTechType = dvars::r_fullbright->current.integer ? get_fullbright_technique() : game::TECHNIQUE_LIT; } void r_init_draw_method_stub() { gfxdrawmethod(); } bool r_update_front_end_dvar_options_stub() { if (dvars::r_fullbright->modified) { game::Dvar_ClearModified(dvars::r_fullbright); game::R_SyncRenderThread(); gfxdrawmethod(); } return r_update_front_end_dvar_options_hook.invoke(); } } class component final : public component_interface { public: void post_unpack() override { if (game::environment::is_dedi()) { return; } dvars::r_fullbright = game::Dvar_RegisterInt("r_fullbright", 0, 0, 2, game::DVAR_FLAG_SAVED, "Toggles rendering without lighting"); r_init_draw_method_hook.create(0xDE9260_b, &r_init_draw_method_stub); r_update_front_end_dvar_options_hook.create(0xE28B60_b, &r_update_front_end_dvar_options_stub); } }; } REGISTER_COMPONENT(renderer::component)