Added compiled GSC loading by overriding existing scripts & implemented fix for change team not being available
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data/scripts/mp/gametypes/_clientids.gsc
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BIN
data/scripts/mp/gametypes/_clientids.gsc
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data/scripts/mp/gametypes/_clientids.gsc_raw
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data/scripts/mp/gametypes/_clientids.gsc_raw
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#using scripts\codescripts\struct;
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#using scripts\shared\callbacks_shared;
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#using scripts\shared\system_shared;
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#insert scripts\shared\shared.gsh;
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#namespace clientids;
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REGISTER_SYSTEM( "clientids", &__init__, undefined )
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function __init__()
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{
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callback::on_start_gametype( &init );
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callback::on_connect( &on_player_connect );
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}
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function init()
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{
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level.clientid = 0;
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wait 0.5;
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level.allow_teamchange = "1";
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}
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function on_player_connect()
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{
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self.clientid = matchRecordNewPlayer( self );
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if ( !isdefined( self.clientid ) || self.clientid == -1 )
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{
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self.clientid = level.clientid;
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level.clientid++;
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}
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}
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@ -6,4 +6,79 @@ CoD.IsTeamChangeAllowed = function()
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else
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return false
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end
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end
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end
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DataSources.StartMenuGameOptions = ListHelper_SetupDataSource("StartMenuGameOptions", function (controller)
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local options = {}
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if Engine.IsDemoPlaying() then
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if not IsDemoRestrictedBasicMode() then
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table.insert(options, {models = {displayText = Engine.ToUpper(Engine.Localize("MENU_UPLOAD_CLIP", Engine.GetDemoSegmentCount())), action = StartMenuUploadClip, disabledFunction = IsUploadClipButtonDisabled}, properties = {hideHelpItemLabel = true}})
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end
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if Engine.IsDemoHighlightReelMode() then
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table.insert(options, {models = {displayText = Engine.ToUpper(Engine.Localize("MENU_DEMO_CUSTOMIZE_HIGHLIGHT_REEL")), action = StartMenuOpenCustomizeHighlightReel, disabledFunction = IsCustomizeHighlightReelButtonDisabled}})
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end
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table.insert(options, {models = {displayText = Engine.ToUpper(Engine.ToUpper(Engine.Localize("MENU_JUMP_TO_START"))), action = StartMenuJumpToStart, disabledFunction = IsJumpToStartButtonDisabled}, properties = {hideHelpItemLabel = true}})
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local endDemoButtonText = nil
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if Engine.IsDemoClipPlaying() then
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endDemoButtonText = Engine.ToUpper(Engine.Localize("MENU_END_CLIP"))
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else
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endDemoButtonText = Engine.ToUpper(Engine.Localize("MENU_END_FILM"))
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end
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table.insert(options, {models = {displayText = Engine.ToUpper(endDemoButtonText), action = StartMenuEndDemo}})
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elseif CoD.isCampaign then
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table.insert(options, {models = {displayText = "MENU_RESUMEGAME_CAPS", action = StartMenuGoBack_ListElement}})
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local inTrainingSim = CoD.SafeGetModelValue(Engine.GetModelForController(controller), "safehouse.inTrainingSim")
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if not inTrainingSim then
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inTrainingSim = 0
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end
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if Engine.IsLobbyHost(Enum.LobbyType.LOBBY_TYPE_GAME) then
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if not CoD.isSafehouse and controller == Engine.GetPrimaryController() then
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table.insert(options, {models = {displayText = "MENU_RESTART_MISSION_CAPS", action = RestartMission}})
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if LUI.DEV ~= nil then
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table.insert(options, {models = {displayText = "MENU_RESTART_CHECKPOINT_CAPS", action = RestartFromCheckpoint}})
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end
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end
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if controller == Engine.GetPrimaryController() then
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table.insert(options, {models = {displayText = "MENU_CHANGE_DIFFICULTY_CAPS", action = OpenDifficultySelect}})
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end
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if CoD.isSafehouse and inTrainingSim == 1 then
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table.insert(options, {models = {displayText = "MENU_END_TRAINING_SIM", action = EndTrainingSim}})
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elseif controller == Engine.GetPrimaryController() then
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if Engine.DvarBool(0, "ui_blocksaves") then
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table.insert(options, {models = {displayText = "MENU_EXIT_CAPS", action = SaveAndQuitGame}})
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else
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table.insert(options, {models = {displayText = "MENU_SAVE_AND_QUIT_CAPS", action = SaveAndQuitGame}})
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end
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end
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elseif CoD.isSafehouse and inTrainingSim == 1 then
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table.insert(options, {models = {displayText = "MENU_END_TRAINING_SIM", action = EndTrainingSim}})
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else
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table.insert(options, {models = {displayText = "MENU_LEAVE_PARTY_AND_EXIT_CAPS", action = QuitGame}})
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end
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elseif CoD.isMultiplayer then
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if Engine.Team(controller, "name") ~= "TEAM_SPECTATOR" and Engine.GetGametypeSetting("disableClassSelection") ~= 1 then
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table.insert(options, {models = {displayText = "MPUI_CHOOSE_CLASS_BUTTON_CAPS", action = ChooseClass}})
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end
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if not Engine.IsVisibilityBitSet(controller, Enum.UIVisibilityBit.BIT_ROUND_END_KILLCAM) and not Engine.IsVisibilityBitSet(controller, Enum.UIVisibilityBit.BIT_FINAL_KILLCAM) and CoD.IsTeamChangeAllowed() then
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table.insert(options, {models = {displayText = "MPUI_CHANGE_TEAM_BUTTON_CAPS", action = ChooseTeam}})
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end
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if controller == 0 then
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local endGameText = "MENU_QUIT_GAME_CAPS"
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if Engine.IsLobbyHost(Enum.LobbyType.LOBBY_TYPE_GAME) and not CoD.isOnlineGame() then
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endGameText = "MENU_END_GAME_CAPS"
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end
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table.insert(options, {models = {displayText = endGameText, action = QuitGame_MP}})
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end
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elseif CoD.isZombie then
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table.insert(options, {models = {displayText = "MENU_RESUMEGAME_CAPS", action = StartMenuGoBack_ListElement}})
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if Engine.IsLobbyHost(Enum.LobbyType.LOBBY_TYPE_GAME) and (not not (Engine.SessionModeIsMode(CoD.SESSIONMODE_SYSTEMLINK) == true) or Engine.SessionModeIsMode(CoD.SESSIONMODE_OFFLINE) == true) then
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table.insert(options, {models = {displayText = "MENU_RESTART_LEVEL_CAPS", action = RestartGame}})
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end
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if Engine.IsLobbyHost(Enum.LobbyType.LOBBY_TYPE_GAME) == true then
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table.insert(options, {models = {displayText = "MENU_END_GAME_CAPS", action = QuitGame_MP}})
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else
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table.insert(options, {models = {displayText = "MENU_QUIT_GAME_CAPS", action = QuitGame_MP}})
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end
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end
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return options
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end, true)
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132
src/client/component/script.cpp
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src/client/component/script.cpp
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "scheduler.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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#include <utils/io.hpp>
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namespace script
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{
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namespace
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{
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utils::hook::detour db_findxassetheader_hook;
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struct globals_t
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{
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std::unordered_map<std::string, game::RawFile*> loaded_scripts;
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};
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globals_t globals;
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game::RawFile* get_loaded_script(const std::string& name)
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{
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const auto itr = globals.loaded_scripts.find(name);
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return (itr == globals.loaded_scripts.end()) ? NULL : itr->second;
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}
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void print_loading_script(const std::string& name)
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{
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printf("Loading GSC script '%s'\n", name.data());
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}
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void load_script(std::string& name, const std::string& data)
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{
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auto& allocator = *utils::memory::get_allocator();
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auto file_string = static_cast<char*>(allocator.allocate(data.length()));
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std::memcpy(file_string, data.data(), data.length());
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const utils::nt::library host{};
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auto appdata_path = (game::get_appdata_path() / "data/").generic_string();
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auto host_path = (host.get_folder() / "boiii/").generic_string();
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std::string::size_type i = name.find(appdata_path);
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if (i != std::string::npos)
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name.erase(i, appdata_path.length());
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i = name.find(host_path);
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if (i != std::string::npos)
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name.erase(i, host_path.length());
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auto rawfile = static_cast<game::RawFile*>(allocator.allocate(24));
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rawfile->name = name.c_str();
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rawfile->buffer = file_string;
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rawfile->len = data.length();
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globals.loaded_scripts[name] = rawfile;
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}
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void load_scripts_folder(const std::string& script_dir)
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{
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if (!utils::io::directory_exists(script_dir))
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{
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return;
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}
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const auto scripts = utils::io::list_files(script_dir);
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for (const auto& script : scripts)
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{
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std::string data;
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auto script_file = script.generic_string();
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if (!std::filesystem::is_directory(script) && utils::io::read_file(script_file, &data))
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{
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print_loading_script(script_file);
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load_script(script_file, data);
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}
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else if (std::filesystem::is_directory(script))
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{
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load_scripts_folder(script_file);
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}
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}
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}
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void load_scripts()
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{
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globals = {};
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const utils::nt::library host{};
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load_scripts_folder((game::get_appdata_path() / "data/scripts").string());
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load_scripts_folder((host.get_folder() / "boiii/scripts").string());
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}
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game::RawFile* db_findxassetheader_stub(game::XAssetType type, const char* name, bool errorIfMissing, int waitTime)
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{
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if (type != game::ASSET_TYPE_SCRIPTPARSETREE)
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{
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return db_findxassetheader_hook.invoke<game::RawFile*>(type, name, errorIfMissing, waitTime);
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}
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auto asset_header = db_findxassetheader_hook.invoke<game::RawFile*>(type, name, errorIfMissing, waitTime);
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if (globals.loaded_scripts.contains(name))
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{
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auto script = get_loaded_script(name);
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utils::hook::copy((void*)(script->buffer + 0x8), asset_header->buffer + 0x8, 4); // Copy over the checksum of the original script
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return script;
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}
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return asset_header;
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}
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}
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struct component final : generic_component
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{
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void post_unpack() override
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{
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if (game::is_server())
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{
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load_scripts();
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}
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else
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{
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scheduler::once(load_scripts, scheduler::pipeline::renderer);
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}
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db_findxassetheader_hook.create(game::select(0x141420ED0, 0x1401D5FB0), db_findxassetheader_stub);
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}
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};
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};
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REGISTER_COMPONENT(script::component)
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@ -313,7 +313,7 @@ namespace ui_scripting
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globals.raw_script_name = target_script;
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return game::XAssetHeader{
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.luaFile = reinterpret_cast<game::LuaFile*>(1) //
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.luaFile = reinterpret_cast<game::RawFile*>(1) //
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};
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}
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@ -556,7 +556,7 @@ namespace game
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ASSET_TYPE_FULL_COUNT = 0x6C,
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};
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struct LuaFile
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struct RawFile
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{
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const char* name;
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int len;
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@ -1684,7 +1684,7 @@ namespace game
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BeamDef* beamDef;
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StreamerHint* streamerHint;*/
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void* data;
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LuaFile* luaFile;
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RawFile* luaFile;
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};
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struct XAsset
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