//=============================================================================// // // Purpose: RTech game utilities // //=============================================================================// #include "core/stdafx.h" #include "engine/host_cmd.h" #include "engine/host_state.h" #include "engine/cmodel_bsp.h" #include "rtech/rtech_game.h" #include "rtech/rtech_utils.h" vector g_vLoadedPakHandle; //----------------------------------------------------------------------------- // Purpose: load user-requested pak files on-demand // Input : *szPakFileName - // *pMalloc - // nIdx - // bUnk - // Output : pak file handle on success, INVALID_PAK_HANDLE on failure //----------------------------------------------------------------------------- RPakHandle_t CPakFile::LoadAsync(const char* szPakFileName, uintptr_t pMalloc, int nIdx, bool bUnk) { RPakHandle_t pakHandle = INVALID_PAK_HANDLE; #ifdef DEDICATED // Extraneous files (useless on the dedicated server). if (strcmp(szPakFileName, "ui.rpak") == 0) { static const char* szReplacement = "empty.rpak"; // Returning INVALID_PAK_HANDLE triggers engine error, call is inline. // Replacing the ui.rpak file here with a stub to avoid having to patch. DevMsg(eDLL_T::RTECH, "Loading pak file: '%s' for '%s'\n", szReplacement, szPakFileName); return pakHandle = CPakFile_LoadAsync(szReplacement, pMalloc, nIdx, bUnk); } else if (strstr(szPakFileName, "ui") || strstr(szPakFileName, "loadscreen") || strstr(szPakFileName, "subtitles")) { return pakHandle; } #endif // DEDICATED string svPakFilePathMod = "paks\\Win32\\" + string(szPakFileName); string svPakFilePathBase = "paks\\Win64\\" + string(szPakFileName); if (FileExists(svPakFilePathMod) || FileExists(svPakFilePathBase)) { DevMsg(eDLL_T::RTECH, "Loading pak file: '%s'\n", szPakFileName); pakHandle = CPakFile_LoadAsync(szPakFileName, pMalloc, nIdx, bUnk); if (pakHandle == INVALID_PAK_HANDLE) { Error(eDLL_T::RTECH, NULL, "%s: Failed read '%s' results '%u'\n", __FUNCTION__, szPakFileName, pakHandle); } } else { Error(eDLL_T::RTECH, NULL, "%s: Failed. File '%s' doesn't exist\n", __FUNCTION__, szPakFileName); } return pakHandle; } //----------------------------------------------------------------------------- // Purpose: unloads loaded pak files // Input : handle - //----------------------------------------------------------------------------- void CPakFile::UnloadPak(RPakHandle_t handle) { RPakLoadedInfo_t* pakInfo = g_pRTech->GetPakLoadedInfo(handle); if (pakInfo) { if (pakInfo->m_pszFileName) { DevMsg(eDLL_T::RTECH, "Unloading pak file: '%s'\n", pakInfo->m_pszFileName); if (strcmp(pakInfo->m_pszFileName, "mp_lobby.rpak") == 0) s_bBasePaksInitialized = false; } } CPakFile_UnloadPak(handle); } void RTech_Game_Attach() { DetourAttach((LPVOID*)&CPakFile_LoadAsync, &CPakFile::LoadAsync); DetourAttach((LPVOID*)&CPakFile_UnloadPak, &CPakFile::UnloadPak); } void RTech_Game_Detach() { DetourDetach((LPVOID*)&CPakFile_LoadAsync, &CPakFile::LoadAsync); DetourDetach((LPVOID*)&CPakFile_UnloadPak, &CPakFile::UnloadPak); } // Symbols taken from R2 dll's. CPakFile* g_pakLoadApi = new CPakFile();