r5sdk/r5dev/rtech/rtech_game.cpp

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//=============================================================================//
//
// Purpose: RTech game utilities
//
//=============================================================================//
#include "core/stdafx.h"
#include "engine/host_cmd.h"
#include "engine/sys_utils.h"
#include "engine/host_state.h"
#include "engine/cmodel_bsp.h"
#include "rtech/rtech_game.h"
vector<RPakHandle_t> g_LoadedPakHandle{ };
//-----------------------------------------------------------------------------
// Purpose: load user-requested pak files on-demand
// Input : *szPakFileName -
// *pMalloc -
// nIdx -
// bUnk -
// Output : pak file handle on success, -1 (INVALID_PAK_HANDLE) on failure
//-----------------------------------------------------------------------------
RPakHandle_t CPakFile::AsyncLoad(const char* szPakFileName, uintptr_t pMalloc, int nIdx, bool bUnk)
{
RPakHandle_t pakHandle = -1;
#ifdef DEDICATED
// Extraneous files (useless on the dedicated server).
if (strcmp(szPakFileName, "ui.rpak") == 0)
{
static const char* szReplacement = "common_empty.rpak";
// Returning -1 (invalid handle) triggers engine error, call is inline.
// Replacing the ui.rpak file here with a stub to avoid having to patch.
Warning(eDLL_T::RTECH, "Replacing '%s' with '%s'\n", szPakFileName, szReplacement);
return pakHandle = CPakFile_AsyncLoad(szReplacement, pMalloc, nIdx, bUnk);
}
else if (strstr(szPakFileName, "ui")
|| strstr(szPakFileName, "loadscreen")
|| strstr(szPakFileName, "subtitles"))
{
return pakHandle;
}
#endif // DEDICATED
if (g_pHostState)
{
string svLevelName = g_pHostState->m_levelName;
string svMapPakName = svLevelName + ".rpak";
static bool bBasePaksLoaded = false;
if (!g_bLevelResourceInitialized && !g_pHostState->m_bActiveGame &&
bBasePaksLoaded || !strcmp(szPakFileName, "mp_lobby.rpak"))
{
// Attempt to load level dependencies if they exist.
MOD_PreloadPak(svLevelName);
// By the time mp_lobby.rpak is loaded, all the base paks are loaded as well and we can load anything else.
bBasePaksLoaded = true;
g_bLevelResourceInitialized = true;
}
}
string svPakFilePathMod = "paks\\Win32\\" + string(szPakFileName);
string svPakFilePathBase = "paks\\Win64\\" + string(szPakFileName);
if (FileExists(svPakFilePathMod.c_str()) || FileExists(svPakFilePathBase.c_str()))
{
pakHandle = CPakFile_AsyncLoad(szPakFileName, pMalloc, nIdx, bUnk);
if (pakHandle == -1)
{
Error(eDLL_T::RTECH, "%s: Failed read '%s' results '%u'\n", __FUNCTION__, szPakFileName, pakHandle);
}
}
else
{
Error(eDLL_T::RTECH, "%s: Failed. File '%s' doesn't exist\n", __FUNCTION__, szPakFileName);
}
return pakHandle;
}
void RTech_Game_Attach()
{
DetourAttach((LPVOID*)&CPakFile_AsyncLoad, &CPakFile::AsyncLoad);
}
void RTech_Game_Detach()
{
DetourDetach((LPVOID*)&CPakFile_AsyncLoad, &CPakFile::AsyncLoad);
}
// Symbols taken from R2 dll's.
CPakFile* g_pakLoadApi = new CPakFile();