fix: added hook to load new lua scripts after all stock lua scripts are executed
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@ -21,6 +21,7 @@ namespace ui_scripting
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utils::hook::detour ui_cod_init_hook;
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utils::hook::detour ui_cod_lobbyui_init_hook;
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utils::hook::detour cl_first_snapshot_hook;
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utils::hook::detour ui_shutdown_hook;
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utils::hook::detour hks_package_require_hook;
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utils::hook::detour lua_cod_getrawfile_hook;
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@ -245,6 +246,18 @@ namespace ui_scripting
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const auto _0 = utils::finally(&try_start);
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}
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void cl_first_snapshot_stub(int a1)
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{
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cl_first_snapshot_hook.invoke(a1);
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if (game::Com_IsRunningUILevel())
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{
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return;
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}
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const auto _0 = utils::finally(&try_start);
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}
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void ui_shutdown_stub()
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{
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converted_functions.clear();
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@ -392,6 +405,8 @@ namespace ui_scripting
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return;
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}
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cl_first_snapshot_hook.create(0x141320E60_g, cl_first_snapshot_stub);
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dvar_cg_enable_unsafe_lua_functions = game::Dvar_RegisterBool(
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game::Dvar_GenerateHash("cg_enable_unsafe_lua_functions"), "cg_enable_unsafe_lua_functions", false,
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static_cast<game::dvarFlags_e>(0x1000), "Enables the use of unsafe lua functions");
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