mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
- Set character set to multi-byte (this is because the game is also build with it). - Utility function 'FileExists' now takes a raw string pointer, this avoids having to construct a fs::path each time its getting called (which is quite a lot!). - Performed overall cleanup to code containing logic to override load paths. Mostly removing unnecessary copy constructions.
82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
#pragma once
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#include "tier0/tslist.h"
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#define PLATFORM_PAK_PATH "paks\\Win64\\"
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#define PLATFORM_PAK_OVERRIDE_PATH "paks\\Win32\\"
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#define INVALID_PAK_HANDLE -1
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typedef int RPakHandle_t;
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enum class ePakStatus : int
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{
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PAK_STATUS_FREED = 0,
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PAK_STATUS_LOAD_PENDING,
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PAK_STATUS_REPAK_RUNNING,
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PAK_STATUS_REPAK_DONE,
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PAK_STATUS_LOAD_STARTING,
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PAK_STATUS_LOAD_PAKHDR,
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PAK_STATUS_LOAD_PATCH_INIT,
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PAK_STATUS_LOAD_PATCH_EDIT_STREAM,
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PAK_STATUS_LOAD_ASSETS,
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PAK_STATUS_LOADED, // 9
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PAK_STATUS_UNLOAD_PENDING,
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PAK_STATUS_FREE_PENDING,
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PAK_STATUS_CANCELING,
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PAK_STATUS_ERROR, // 13
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PAK_STATUS_INVALID_PAKHANDLE,
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PAK_STATUS_BUSY
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};
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/* ==== RTECH_GAME ====================================================================================================================================================== */
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inline CMemory p_CPakFile_LoadAsync;
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inline RPakHandle_t(*CPakFile_LoadAsync)(const char* szPakFileName, CAlignedMemAlloc* pMalloc, int nIdx, bool bUnk);
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inline CMemory p_CPakFile_LoadPak;
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inline unsigned int (*CPakFile_LoadPak)(void* thisptr, void* a2, uint64_t a3);
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inline CMemory p_CPakFile_UnloadPak;
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inline void(*CPakFile_UnloadPak)(RPakHandle_t handle);
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inline CMemory p_CPakFile_OpenFileOffset; // Offset to inlined 'CPakFile::LoadPak_OpenFile'.
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class CPakFile
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{
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public:
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static RPakHandle_t LoadAsync(const char* szPakFileName, CAlignedMemAlloc* pMalloc = AlignedMemAlloc(), int nIdx = NULL, bool bUnk = false);
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static void UnloadPak(RPakHandle_t handle);
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};
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extern CPakFile* g_pakLoadApi;
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extern CUtlVector<RPakHandle_t> g_vLoadedPakHandle;
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///////////////////////////////////////////////////////////////////////////////
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class V_RTechGame : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CPakFile::LoadAsync", p_CPakFile_LoadAsync.GetPtr());
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LogFunAdr("CPakFile::LoadPak", p_CPakFile_LoadPak.GetPtr());
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LogFunAdr("CPakFile::UnloadPak", p_CPakFile_UnloadPak.GetPtr());
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LogFunAdr("CPakFile::OpenFile", p_CPakFile_OpenFileOffset.GetPtr());
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}
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virtual void GetFun(void) const
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{
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p_CPakFile_LoadPak = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 56 41 55 48 81 EC ?? ?? ?? ?? 4C");
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CPakFile_LoadPak = p_CPakFile_LoadPak.RCast<unsigned int (*)(void*, void*, uint64_t)>();
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p_CPakFile_LoadAsync = g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 89 03 8B 0B").FollowNearCallSelf();
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CPakFile_LoadAsync = p_CPakFile_LoadAsync.RCast<RPakHandle_t(*)(const char*, CAlignedMemAlloc*, int, bool)>();
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p_CPakFile_UnloadPak = g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 85 FF 74 0C").FollowNearCallSelf();
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CPakFile_UnloadPak = p_CPakFile_UnloadPak.RCast<void (*)(RPakHandle_t)>();
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}
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virtual void GetVar(void) const { }
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virtual void GetCon(void) const
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{
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p_CPakFile_OpenFileOffset = g_GameDll.FindPatternSIMD("48 89 7C 24 30 C7 44 24 28 ?? ?? ?? 40");
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}
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virtual void Attach(void) const;
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virtual void Detach(void) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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