t8-mod/source/proxy-dll/component/gsc_funcs.cpp
Antoine Willerval 50f6049a7e
Custom xassets loading (#28)
* add custom gsc/lua/raw file loading and gsc hooks

* add gsic file injection with detours/builtins/lazylinks

* add custom string tables, fix old func
2023-12-15 01:01:22 -08:00

870 lines
22 KiB
C++

#include <std_include.hpp>
#include "gsc_funcs.hpp"
#include "gsc_custom.hpp"
#include "definitions/game.hpp"
#include "loader/component_loader.hpp"
#include "component/scheduler.hpp"
#include <utilities/hook.hpp>
#include <utilities/json_config.hpp>
namespace gsc_funcs
{
uint32_t canon_hash(const char* str)
{
uint32_t hash = 0x4B9ACE2F;
for (const char* data = str; *data; data++)
{
char c = (char)tolower(*data);
hash = ((c + hash) ^ ((c + hash) << 10)) + (((c + hash) ^ ((c + hash) << 10)) >> 6);
}
return 0x8001 * ((9 * hash) ^ ((9 * hash) >> 11));
}
void gsc_error(const char* message, game::scriptInstance_t inst, bool terminal, ...)
{
static char buffer[game::scriptInstance_t::SCRIPTINSTANCE_MAX][0x800];
va_list va;
va_start(va, terminal);
vsprintf_s(buffer[inst], message, va);
va_end(va);
game::ScrVm_Error(custom_error_id, inst, buffer[inst], terminal);
}
namespace
{
enum hud_elem_align_x
{
HUD_ALIGN_X_LEFT = 0,
HUD_ALIGN_X_CENTER,
HUD_ALIGN_X_RIGHT,
HUD_ALIGN_X_MAX,
};
enum hud_elem_align_y
{
HUD_ALIGN_Y_TOP = 0,
HUD_ALIGN_Y_MIDDLE,
HUD_ALIGN_Y_BOTTOM,
HUD_ALIGN_Y_MAX
};
struct hud_elem
{
std::string text{};
hud_elem_align_x align_x{};
hud_elem_align_y align_y{};
hud_elem_align_x anchor_x{};
hud_elem_align_y anchor_y{};
game::vec4_t color{ 1,1,1,1 };
float x{};
float y{};
float scale = 1;
void set_color_rgba(uint32_t rgba)
{
color[0] = (game::vec_t)(rgba & 0xFF) / 0x100;
color[1] = (game::vec_t)((rgba >> 8) & 0xFF) / 0x100;
color[2] = (game::vec_t)((rgba >> 16) & 0xFF) / 0x100;
uint32_t alpha = (rgba >> 24) & 0xFF;
color[3] = alpha ? (game::vec_t)(alpha) / 0x100 : 1;
}
float get_relative_x(float screen_width, float width) const
{
float delta{};
switch (align_x)
{
case HUD_ALIGN_X_LEFT:
delta = 0;
break;
case HUD_ALIGN_X_CENTER:
delta = -width / 2;
break;
case HUD_ALIGN_X_RIGHT:
delta = -width;
break;
}
switch (anchor_x)
{
case HUD_ALIGN_X_LEFT:
return delta + x;
case HUD_ALIGN_X_CENTER:
return screen_width / 2 + delta + x;
case HUD_ALIGN_X_RIGHT:
return screen_width + delta + x;
}
return 0;
}
float get_relative_y(float screen_height, float height) const
{
float delta{};
switch (align_y)
{
case HUD_ALIGN_Y_TOP:
delta = 0;
break;
case HUD_ALIGN_Y_MIDDLE:
delta = -height / 2;
break;
case HUD_ALIGN_Y_BOTTOM:
delta = -height;
break;
}
switch (anchor_y)
{
case HUD_ALIGN_Y_TOP:
return delta + y;
case HUD_ALIGN_Y_MIDDLE:
return screen_height / 2 + delta + y;
case HUD_ALIGN_Y_BOTTOM:
return screen_height + delta + y;
}
return 0;
}
};
std::unordered_map<uint64_t, hud_elem> hud_elems{};
void shield_log_from(game::scriptInstance_t inst, unsigned int offset)
{
game::ScrVarType_t type = game::ScrVm_GetType(inst, offset);
switch (type)
{
case game::TYPE_UNDEFINED:
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] undefined", inst ? "CSC" : "GSC");
break;
case game::TYPE_STRING:
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %s", inst ? "CSC" : "GSC", game::ScrVm_GetString(inst, offset));
break;
case game::TYPE_HASH:
{
game::BO4_AssetRef_t hash{};
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %llx", inst ? "CSC" : "GSC", game::ScrVm_GetHash(&hash, inst, offset)->hash);
}
break;
case game::TYPE_INTEGER:
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %lld", inst ? "CSC" : "GSC", game::ScrVm_GetInt(inst, offset));
break;
case game::TYPE_FLOAT:
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %f", inst ? "CSC" : "GSC", game::ScrVm_GetFloat(inst, offset));
break;
case game::TYPE_VECTOR:
{
game::vec3_t vec{};
game::ScrVm_GetVector(inst, offset, &vec);
logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] (%f, %f, %f)", inst ? "CSC" : "GSC", vec[0], vec[1], vec[2]);
}
break;
default:
gsc_error("Call of ShieldLog with unknown type: %d", inst, false, type);
break;
}
}
void shield_log(game::scriptInstance_t inst)
{
shield_log_from(inst, 0);
}
void shield_clear_hud_elems(game::scriptInstance_t inst)
{
hud_elems.clear();
}
void shield_register_hud_elem(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
hud_elem& elem = hud_elems[id];
uint32_t params = game::ScrVm_GetNumParam(inst);
if (params > 1)
{
elem.text = game::ScrVm_GetString(inst, 1);
}
else {
elem.text = "";
}
if (params > 2)
{
elem.set_color_rgba((uint32_t)game::ScrVm_GetInt(inst, 2));
}
else {
elem.set_color_rgba(0xFFFFFFFF);
}
if (params > 3)
{
elem.x = game::ScrVm_GetFloat(inst, 3);
}
else {
elem.x = 0;
}
if (params > 4)
{
elem.y = game::ScrVm_GetFloat(inst, 4);
}
else {
elem.y = 0;
}
if (params > 5)
{
int64_t val = game::ScrVm_GetInt(inst, 5);
if (val >= 0 && val > HUD_ALIGN_X_MAX)
{
gsc_error("bad hud anchor x value: %lld", inst, false, val);
elem.anchor_x = HUD_ALIGN_X_LEFT;
}
else {
elem.anchor_x = (hud_elem_align_x)val;
}
}
else {
elem.anchor_x = HUD_ALIGN_X_LEFT;
}
if (params > 6)
{
int64_t val = game::ScrVm_GetInt(inst, 6);
if (val >= 0 && val > HUD_ALIGN_Y_MAX)
{
gsc_error("bad hud anchor y value: %lld", inst, false, val);
elem.anchor_y = HUD_ALIGN_Y_TOP;
}
else {
elem.anchor_y = (hud_elem_align_y)val;
}
}
else {
elem.anchor_y = HUD_ALIGN_Y_TOP;
}
if (params > 7)
{
int64_t val = game::ScrVm_GetInt(inst, 7);
if (val >= 0 && val > HUD_ALIGN_X_MAX)
{
gsc_error("bad hud align x value: %lld", inst, false, val);
elem.align_x = HUD_ALIGN_X_LEFT;
}
else {
elem.align_x = (hud_elem_align_x)val;
}
}
else {
elem.align_x = HUD_ALIGN_X_LEFT;
}
if (params > 8)
{
int64_t val = game::ScrVm_GetInt(inst, 8);
if (val >= 0 && val > HUD_ALIGN_Y_MAX)
{
gsc_error("bad hud align y value: %lld", inst, false, val);
elem.align_y = HUD_ALIGN_Y_TOP;
}
else {
elem.align_y = (hud_elem_align_y)val;
}
}
else {
elem.align_y = HUD_ALIGN_Y_TOP;
}
if (params > 9)
{
float val = game::ScrVm_GetFloat(inst, 9);
if (val >= 0.01)
{
elem.scale = val;
}
else {
gsc_error("bad scale value: %f", inst, false, val);
elem.scale = 1.0;
}
}
else {
elem.scale = 1.0;
}
}
void shield_remove_hud_elem(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
hud_elems.erase(game::ScrVm_GetHash(&hashRef, inst, 0)->hash);
}
void shield_hud_elem_set_text(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
auto it = hud_elems.find(id);
if (it == hud_elems.end())
{
gsc_error("can't find hud element with id 0x%llx", inst, false, id);
return;
}
it->second.text = game::ScrVm_GetString(inst, 1);
}
void shield_hud_elem_set_x(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
auto it = hud_elems.find(id);
if (it == hud_elems.end())
{
gsc_error("can't find hud element with id 0x%llx", inst, false, id);
return;
}
it->second.x = game::ScrVm_GetFloat(inst, 1);
}
void shield_hud_elem_set_y(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
auto it = hud_elems.find(id);
if (it == hud_elems.end())
{
gsc_error("can't find hud element with id 0x%llx", inst, false, id);
return;
}
it->second.y = game::ScrVm_GetFloat(inst, 1);
}
void shield_hud_elem_set_color(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
auto it = hud_elems.find(id);
if (it == hud_elems.end())
{
gsc_error("can't find hud element with id 0x%llx", inst, false, id);
return;
}
hud_elem& elem = it->second;
uint32_t params = game::ScrVm_GetNumParam(inst);
if (params == 2)
{
game::ScrVarType_t type = game::ScrVm_GetType(inst, 1);
if (type == game::TYPE_VECTOR)
{
game::vec3_t vec{};
game::ScrVm_GetVector(inst, 1, &vec);
elem.color[0] = vec[0];
elem.color[1] = vec[1];
elem.color[2] = vec[2];
}
else if (type == game::TYPE_INTEGER)
{
elem.set_color_rgba((uint32_t)game::ScrVm_GetInt(inst, 1));
}
else
{
gsc_error("ShieldHudElemSetColor used with bad type %d", inst, false, type);
return;
}
}
else if (params == 4)
{
bool float_based = game::ScrVm_GetType(inst, 1) == game::TYPE_FLOAT || game::ScrVm_GetType(inst, 2) == game::TYPE_FLOAT || game::ScrVm_GetType(inst, 3) == game::TYPE_FLOAT;
bool int_based = game::ScrVm_GetType(inst, 1) == game::TYPE_INTEGER || game::ScrVm_GetType(inst, 2) == game::TYPE_INTEGER || game::ScrVm_GetType(inst, 3) == game::TYPE_INTEGER;
if (float_based && int_based)
{
gsc_error("ShieldHudElemSetColor should be used with only integers or floats", inst, false);
return;
}
if (float_based)
{
elem.color[0] = game::ScrVm_GetFloat(inst, 1);
elem.color[1] = game::ScrVm_GetFloat(inst, 2);
elem.color[2] = game::ScrVm_GetFloat(inst, 3);
} else
{
elem.color[0] = (game::vec_t)game::ScrVm_GetInt(inst, 1) / 0x100;
elem.color[1] = (game::vec_t)game::ScrVm_GetInt(inst, 2) / 0x100;
elem.color[2] = (game::vec_t)game::ScrVm_GetInt(inst, 3) / 0x100;
}
}
else
{
gsc_error("usage of ShieldHudElemSetColor with a bad number of params", inst, false);
}
}
void shield_hud_elem_set_scale(game::scriptInstance_t inst)
{
game::BO4_AssetRef_t hashRef{};
uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash;
auto it = hud_elems.find(id);
if (it == hud_elems.end())
{
gsc_error("can't find hud element with id 0x%llx", inst, false, id);
return;
}
float val = game::ScrVm_GetFloat(inst, 1);
if (val >= 0.01)
{
it->second.scale = val;
}
else {
gsc_error("bad scale value: %f", inst, false, val);
}
}
void serious_custom_func(game::scriptInstance_t inst)
{
// the t8compiler is converting the calls of compiler::func_name(...) to
// SeriousCustom(#"func_name", ...) using the canon id hash for func_name
uint64_t hash = ((uint64_t)game::ScrVm_GetInt(inst, 0)) & 0xFFFFFFFF;
static uint64_t detour_cid = canon_hash("detour");
static uint64_t relink_detour_cid = canon_hash("relinkdetours");
static uint64_t nprintln_cid = canon_hash("nprintln");
if (hash == detour_cid || hash == relink_detour_cid)
{
logger::write(logger::LOG_TYPE_WARN, "a detour link function was called, but it isn't required by this client.");
}
else if (hash == nprintln_cid)
{
shield_log_from(inst, 1);
}
else
{
gsc_error("compiler::function_%llx not implemented", inst, false, hash);
}
}
game::BO4_BuiltinFunctionDef custom_functions_gsc[] =
{
{ // ShieldLog(message)
.canonId = canon_hash("ShieldLog"),
.min_args = 1,
.max_args = 1,
.actionFunc = shield_log,
.type = 0,
},
{ // ShieldClearHudElems()
.canonId = canon_hash("ShieldClearHudElems"),
.min_args = 0,
.max_args = 0,
.actionFunc = shield_clear_hud_elems,
.type = 0,
},
{ // ShieldRegisterHudElem(id, text = "", color = 0xFFFFFFFF, x = 0, y = 0, anchor_x = 0, anchor_y = 0, align_x = 0, align_y = 0, scale = 1.0)
.canonId = canon_hash("ShieldRegisterHudElem"),
.min_args = 1,
.max_args = 10,
.actionFunc = shield_register_hud_elem,
.type = 0,
},
{ // ShieldRemoveHudElem(id)
.canonId = canon_hash("ShieldRemoveHudElem"),
.min_args = 1,
.max_args = 1,
.actionFunc = shield_remove_hud_elem,
.type = 0,
},
{ // ShieldHudElemSetText(id, text)
.canonId = canon_hash("ShieldHudElemSetText"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_text,
.type = 0,
},
{ // ShieldHudElemSetX(id, x)
.canonId = canon_hash("ShieldHudElemSetX"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_x,
.type = 0,
},
{ // ShieldHudElemSetY(id, y)
.canonId = canon_hash("ShieldHudElemSetY"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_y,
.type = 0,
},
{ // ShieldHudElemSetColor(id, color_vec) | ShieldHudElemSetColor(id, color_rgba) | ShieldHudElemSetColor(id, r, g, b)
.canonId = canon_hash("ShieldHudElemSetColor"),
.min_args = 2,
.max_args = 4,
.actionFunc = shield_hud_elem_set_color,
.type = 0,
},
{ // ShieldHudElemSetScale(id, scale)
.canonId = canon_hash("ShieldHudElemSetScale"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_scale,
.type = 0,
},
{ // SeriousCustom(func_hash, ...)
.canonId = canon_hash(serious_custom_func_name),
.min_args = 1,
.max_args = 255,
.actionFunc = serious_custom_func,
.type = 0,
}
};
game::BO4_BuiltinFunctionDef custom_functions_csc[] =
{
{ // ShieldLog(message)
.canonId = canon_hash("ShieldLog"),
.min_args = 1,
.max_args = 1,
.actionFunc = shield_log,
.type = 0,
},
{ // ShieldClearHudElems()
.canonId = canon_hash("ShieldClearHudElems"),
.min_args = 0,
.max_args = 0,
.actionFunc = shield_clear_hud_elems,
.type = 0,
},
{ // ShieldRegisterHudElem(id, text = "", color = 0xFFFFFFFF, x = 0, y = 0, anchor_x = 0, anchor_y = 0, align_x = 0, align_y = 0, scale = 1.0)
.canonId = canon_hash("ShieldRegisterHudElem"),
.min_args = 1,
.max_args = 10,
.actionFunc = shield_register_hud_elem,
.type = 0,
},
{ // ShieldRemoveHudElem(id)
.canonId = canon_hash("ShieldRemoveHudElem"),
.min_args = 1,
.max_args = 1,
.actionFunc = shield_remove_hud_elem,
.type = 0,
},
{ // ShieldHudElemSetText(id, text)
.canonId = canon_hash("ShieldHudElemSetText"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_text,
.type = 0,
},
{ // ShieldHudElemSetX(id, x)
.canonId = canon_hash("ShieldHudElemSetX"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_x,
.type = 0,
},
{ // ShieldHudElemSetY(id, y)
.canonId = canon_hash("ShieldHudElemSetY"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_y,
.type = 0,
},
{ // ShieldHudElemSetColor(id, color_vec) | ShieldHudElemSetColor(id, color_rgba) | ShieldHudElemSetColor(id, r, g, b)
.canonId = canon_hash("ShieldHudElemSetColor"),
.min_args = 2,
.max_args = 4,
.actionFunc = shield_hud_elem_set_color,
.type = 0,
},
{ // ShieldHudElemSetScale(id, scale)
.canonId = canon_hash("ShieldHudElemSetScale"),
.min_args = 2,
.max_args = 2,
.actionFunc = shield_hud_elem_set_scale,
.type = 0,
},
{ // SeriousCustom(func_hash, ...)
.canonId = canon_hash(serious_custom_func_name),
.min_args = 1,
.max_args = 255,
.actionFunc = serious_custom_func,
.type = 0,
}
};
void draw_hud()
{
const game::vec_t screen_width = game::ScrPlace_GetView(0)->realViewportSize[0];
const game::vec_t screen_height = game::ScrPlace_GetView(0)->realViewportSize[1];
if (game::Com_IsRunningUILevel())
{
// clear huds
hud_elems.clear();
return;
}
// render huds
void* font = reinterpret_cast<void*>(game::sharedUiInfo->assets.bigFont);
if (!font) return;
for (auto& [id, elem] : hud_elems)
{
const char* text = elem.text.c_str();
int height = game::UI_TextHeight(font, elem.scale);
int width = game::UI_TextWidth(0, text, 0x7FFFFFFF, font, elem.scale);
float rx = elem.get_relative_x(screen_width, (float)width);
float ry = elem.get_relative_y(screen_height, (float)height) + height;
game::R_AddCmdDrawText(text, 0x7FFFFFFF, font, rx, ry, elem.scale, elem.scale, 0.0f, elem.color, 0);
}
}
}
bool enable_dev_func = false;
utilities::hook::detour scr_get_function_reverse_lookup;
utilities::hook::detour cscr_get_function_reverse_lookup;
utilities::hook::detour scr_get_function;
utilities::hook::detour cscr_get_function;
utilities::hook::detour scr_get_method;
utilities::hook::detour cscr_get_method;
utilities::hook::detour scrvm_error;
bool scr_get_function_reverse_lookup_stub(void* func, uint32_t* hash, bool* isFunction)
{
if (scr_get_function_reverse_lookup.invoke<bool>(func, hash, isFunction))
{
return true;
}
auto f = std::find_if(std::begin(custom_functions_gsc), std::end(custom_functions_gsc), [func](const game::BO4_BuiltinFunctionDef& def) { return def.actionFunc == func; });
if (f != std::end(custom_functions_gsc))
{
*hash = f->canonId;
*isFunction = true;
return true;
}
return false;
}
bool cscr_get_function_reverse_lookup_stub(void* func, uint32_t* hash, bool* isFunction)
{
if (cscr_get_function_reverse_lookup.invoke<bool>(func, hash, isFunction))
{
return true;
}
auto f = std::find_if(std::begin(custom_functions_csc), std::end(custom_functions_csc), [func](const game::BO4_BuiltinFunctionDef& def) { return def.actionFunc == func; });
if (f != std::end(custom_functions_csc))
{
*hash = f->canonId;
*isFunction = true;
return true;
}
return false;
}
void* scr_get_function_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args)
{
void* func = scr_get_function.invoke<void*>(name, type, min_args, max_args);
if (enable_dev_func)
{
*type = 0;
}
if (func)
{
return func;
}
auto f = std::find_if(std::begin(custom_functions_gsc), std::end(custom_functions_gsc), [name](const game::BO4_BuiltinFunctionDef& func) { return func.canonId == name; });
if (f != std::end(custom_functions_gsc))
{
*type = f->type && !enable_dev_func;
*min_args = f->min_args;
*max_args = f->max_args;
return f->actionFunc;
}
return nullptr;
}
void* cscr_get_function_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args)
{
void* func = cscr_get_function.invoke<void*>(name, type, min_args, max_args);
if (enable_dev_func)
{
*type = 0;
}
if (func)
{
return func;
}
auto f = std::find_if(std::begin(custom_functions_csc), std::end(custom_functions_csc), [name](const game::BO4_BuiltinFunctionDef& func) { return func.canonId == name; });
if (f != std::end(custom_functions_csc))
{
*type = f->type && !enable_dev_func;
*min_args = f->min_args;
*max_args = f->max_args;
return f->actionFunc;
}
return nullptr;
}
void* scr_get_method_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args)
{
void* func = scr_get_method.invoke<void*>(name, type, min_args, max_args);
if (enable_dev_func)
{
*type = 0;
}
return func;
}
void* cscr_get_method_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args)
{
void* func = cscr_get_method.invoke<void*>(name, type, min_args, max_args);
if (enable_dev_func)
{
*type = 0;
}
return func;
}
void scrvm_error_stub(uint64_t code, game::scriptInstance_t inst, char* unused, bool terminal)
{
static char buffer[game::scriptInstance_t::SCRIPTINSTANCE_MAX][0x200] = { 0 };
// reimplement assert/assertmsg/errormsg functions
switch (code)
{
case 2737681163:// Assert(val, msg) with message error
{
const char* msg = game::ScrVm_GetString(inst, 1);
sprintf_s(buffer[inst], "assert fail: %s", msg);
game::scrVarPub[inst].error_message = buffer[inst];
}
break;
case 1385570291:// AssertMsg(msg)
{
const char* msg = game::ScrVm_GetString(inst, 0);
sprintf_s(buffer[inst], "assert fail: %s", msg);
game::scrVarPub[inst].error_message = buffer[inst];
}
break;
case 2532286589:// ErrorMsg(msg)
{
const char* msg = game::ScrVm_GetString(inst, 0);
sprintf_s(buffer[inst], "error: %s", msg);
game::scrVarPub[inst].error_message = buffer[inst];
}
break;
default:
// put custom message for our id
if (code == custom_error_id)
{
game::scrVarPub[inst].error_message = unused;
}
break;
}
logger::write(terminal ? logger::LOG_TYPE_ERROR : logger::LOG_TYPE_WARN, "[ %s VM ] %s (%lld)",
inst ? "CSC" : "GSC", game::scrVarPub[inst].error_message ? game::scrVarPub[inst].error_message : "no message", code);
scrvm_error.invoke<void>(code, inst, unused, terminal);
}
void scrvm_log_compiler_error(const char* fmt, ...)
{
va_list va;
va_start(va, fmt);
char buffer[0x800];
int e = vsprintf_s(buffer, fmt, va);
va_end(va);
if (e > 0 && buffer[e - 1] == '\n')
{
buffer[e - 1] = 0; // remove end new line
}
std::string str{ buffer };
logger::write(logger::LOG_TYPE_ERROR, str);
}
class component final : public component_interface
{
public:
void post_unpack() override
{
// enable dev functions still available in the game
enable_dev_func = utilities::json_config::ReadBoolean("gsc", "dev_funcs", false);
scr_get_function_reverse_lookup.create(0x1433AF8A0_g, scr_get_function_reverse_lookup_stub);
cscr_get_function_reverse_lookup.create(0x141F132A0_g, cscr_get_function_reverse_lookup_stub);
cscr_get_function.create(0x141F13140_g, cscr_get_function_stub);
cscr_get_method.create(0x141F13650_g, cscr_get_method_stub);
scr_get_function.create(0x1433AF840_g, scr_get_function_stub);
scr_get_method.create(0x1433AFC20_g, scr_get_method_stub);
// log gsc errors
scrvm_error.create(0x142770330_g, scrvm_error_stub);
utilities::hook::jump(0x142890470_g, scrvm_log_compiler_error);
scheduler::loop(draw_hud, scheduler::renderer);
}
};
}
REGISTER_COMPONENT(gsc_funcs::component)