Fix LUMP_GAME_LUMP not loading from the disk

Last lump to not load from the disk, see function 'AddGameLump' for details as to how this is performed.
This commit is contained in:
Kawe Mazidjatari 2023-05-21 18:08:07 +02:00
parent 5fcf430be5
commit 2d0c033f95
2 changed files with 61 additions and 7 deletions

View File

@ -180,9 +180,7 @@ void CMapLoadHelper::Constructor(CMapLoadHelper* loader, int lumpToLoad)
const int lumpOffset = lump->fileofs;
//if (!lumpOffset)
//{
// return; // Idk if this is correct.
//}
const int lumpSize = lump->filelen;
if (lumpSize)
@ -250,6 +248,54 @@ void CMapLoadHelper::Constructor(CMapLoadHelper* loader, int lumpToLoad)
}
}
//-----------------------------------------------------------------------------
// Purpose: Hook 'AddGameLump' and load the external lump from the disk instead
// Input : *loader -
// *model -
//-----------------------------------------------------------------------------
void AddGameLump()
{
char lumpPathBuf[MAX_PATH];
V_snprintf(lumpPathBuf, sizeof(lumpPathBuf), "%s.%.4X.bsp_lump", s_szMapPathName, LUMP_GAME_LUMP);
FileHandle_t hLumpFile = FileSystem()->Open(lumpPathBuf, "rb");
if (hLumpFile != FILESYSTEM_INVALID_HANDLE)
{
// This function uses the 's_szMapPathName' internally to copy the map
// path to another static buffer which is used as the game lump path.
// We temporarily set the path to that of the game lump so that other
// routines are loading the game lump instead of the packed BSP.
char oldMapPathName[MAX_PATH];
strcpy(oldMapPathName, s_szMapPathName);
strcpy(s_szMapPathName, lumpPathBuf);
// This function uses the 's_MapFileHandle' internally.
// basically, the idea is to set this static filehandle
// to that of the GAME_LUMP lump, so it reads that instead.
FileHandle_t hOrigMapFileHandle = *s_MapFileHandle;
*s_MapFileHandle = hLumpFile;
// Set the file offset to 0, as we are loading it from
// the external lump instead of the one packed in the BSP.
lump_t* pLump = &s_MapHeader->lumps[LUMP_GAME_LUMP];
pLump->fileofs = 0;
v_AddGameLump();
// Restore...
strcpy(s_szMapPathName, oldMapPathName);
*s_MapFileHandle = hOrigMapFileHandle;
FileSystem()->Close(hLumpFile);
}
else
{
// Load the lump from the monolithic BSP file...
v_AddGameLump();
}
}
///////////////////////////////////////////////////////////////////////////////
void VModelLoader::Attach() const
{
@ -257,6 +303,7 @@ void VModelLoader::Attach() const
DetourAttach((LPVOID*)&CModelLoader__Map_LoadModelGuts, &CModelLoader::Map_LoadModelGuts);
DetourAttach((LPVOID*)&CMapLoadHelper__CMapLoadHelper, &CMapLoadHelper::Constructor);
DetourAttach((LPVOID*)&v_AddGameLump, &AddGameLump);
}
void VModelLoader::Detach() const
@ -265,4 +312,5 @@ void VModelLoader::Detach() const
DetourDetach((LPVOID*)&CModelLoader__Map_LoadModelGuts, &CModelLoader::Map_LoadModelGuts);
DetourDetach((LPVOID*)&CMapLoadHelper__CMapLoadHelper, &CMapLoadHelper::Constructor);
}
DetourDetach((LPVOID*)&v_AddGameLump, &AddGameLump);
}

View File

@ -92,6 +92,9 @@ inline auto CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*
inline CMemory p_CMapLoadHelper__CMapLoadHelper;
inline auto CMapLoadHelper__CMapLoadHelper = p_CMapLoadHelper__CMapLoadHelper.RCast<void(__fastcall*)(CMapLoadHelper * helper, int lumpToLoad)>();
inline CMemory p_AddGameLump;
inline auto v_AddGameLump = p_AddGameLump.RCast<void(__fastcall*)(void)>();
inline CMemory p_Map_LoadModel;
inline auto v_Map_LoadModel = p_Map_LoadModel.RCast<void(__fastcall*)(void)>();
@ -104,7 +107,7 @@ inline auto v_Map_LoadModel = p_Map_LoadModel.RCast<void(__fastcall*)(void)>();
inline CModelLoader* g_pModelLoader;
inline FileHandle_t* s_MapFileHandle;
inline BSPHeader_t* s_MapHeader;
inline const char* s_szMapPathName; /*size = 260*/
inline char* s_szMapPathName; /*size = 260*/
///////////////////////////////////////////////////////////////////////////////
class VModelLoader : public IDetour
@ -118,6 +121,7 @@ class VModelLoader : public IDetour
LogFunAdr("CModelLoader::Map_IsValid", p_CModelLoader__Map_IsValid.GetPtr());
LogFunAdr("CModelLoader::Studio_LoadModel", p_CModelLoader__Studio_LoadModel.GetPtr());
LogFunAdr("CMapLoadHelper::CMapLoadHelper", p_CMapLoadHelper__CMapLoadHelper.GetPtr());
LogFunAdr("AddGameLump", p_AddGameLump.GetPtr());
LogFunAdr("Map_LoadModel", p_Map_LoadModel.GetPtr());
//LogFunAdr("GetSpriteInfo", p_GetSpriteInfo.GetPtr());
//LogFunAdr("BuildSpriteLoadName", p_BuildSpriteLoadName.GetPtr());
@ -148,6 +152,7 @@ class VModelLoader : public IDetour
//p_BuildSpriteLoadName = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 81 EC ?? ?? ?? ?? 4D 8B F1 48 8B F2");
p_CMapLoadHelper__CMapLoadHelper = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 7C 24 ?? 41 56 48 81 EC 60");
p_AddGameLump = g_GameDll.FindPatternSIMD("40 ?? 57 48 83 EC 48 33 ?? 48 8D");
p_Map_LoadModel = g_GameDll.FindPatternSIMD("48 83 EC 28 8B 05 ?? ?? ?? ?? FF C8");
CModelLoader__FindModel = p_CModelLoader__FindModel.RCast<void* (*)(CModelLoader*, const char*)>();
@ -157,8 +162,9 @@ class VModelLoader : public IDetour
CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast<uint64_t(*)(CModelLoader*, model_t* mod)>();
CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*)(CModelLoader*, const char*)>();
CMapLoadHelper__CMapLoadHelper = p_CMapLoadHelper__CMapLoadHelper.RCast<void(__fastcall*)(CMapLoadHelper*, int)>();
v_Map_LoadModel = p_Map_LoadModel.RCast<void(__fastcall*)(void)>();
CMapLoadHelper__CMapLoadHelper = p_CMapLoadHelper__CMapLoadHelper.RCast<void(__fastcall*)(CMapLoadHelper*, int)>();
v_AddGameLump = p_AddGameLump.RCast<void(__fastcall*)(void)>();
v_Map_LoadModel = p_Map_LoadModel.RCast<void(__fastcall*)(void)>();
//GetSpriteInfo = p_GetSpriteInfo.RCast<void* (*)(const char*, bool, bool, int&, int&, int&, void*)>();
//BuildSpriteLoadName = p_BuildSpriteLoadName.RCast<void* (*)(const char*, char*, int, bool&, bool&)>();
@ -170,7 +176,7 @@ class VModelLoader : public IDetour
s_MapFileHandle = p_Map_LoadModel.FindPattern("48 8B").ResolveRelativeAddressSelf(0x3, 0x7).RCast<FileHandle_t*>();
s_MapHeader = p_Map_LoadModel.FindPattern("48 8D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<BSPHeader_t*>();
s_szMapPathName = p_CMapLoadHelper__CMapLoadHelper.FindPattern("4C 8D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<const char*>();
s_szMapPathName = p_CMapLoadHelper__CMapLoadHelper.FindPattern("4C 8D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<char*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const;