feat: add options to load map specific GSC scripts
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2af3020419
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c743b2f814
@ -1,6 +1,7 @@
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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 "game/utils.hpp"
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#include "game_event.hpp"
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@ -151,14 +152,19 @@ namespace script
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{
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load("custom_scripts" / game_type.value(), true);
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}
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const std::filesystem::path mapname = game::get_dvar_string("mapname");
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if (!mapname.empty())
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{
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load("custom_scripts" / mapname, true);
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}
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}
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game::RawFile* db_find_x_asset_header_stub(const game::XAssetType type, const char* name,
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const bool error_if_missing,
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const int wait_time)
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{
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auto* asset_header = db_find_x_asset_header_hook.invoke<game::RawFile*>(
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type, name, error_if_missing, wait_time);
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auto* asset_header = db_find_x_asset_header_hook.invoke<game::RawFile*>(type, name, error_if_missing, wait_time);
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if (type != game::ASSET_TYPE_SCRIPTPARSETREE)
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{
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