mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Removed unused third parameter from DevMsg call. Added log for loading non override STBSP files.
82 lines
3.2 KiB
C++
82 lines
3.2 KiB
C++
//===========================================================================//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//===========================================================================//
|
|
#include "core/stdafx.h"
|
|
#include "tier1/cvar.h"
|
|
#include "materialsystem/cmaterialsystem.h"
|
|
|
|
//---------------------------------------------------------------------------------
|
|
// Purpose: loads and processes STBSP files
|
|
// (overrides level name if stbsp field has value in prerequisites file)
|
|
// Input : *pszLevelName -
|
|
//---------------------------------------------------------------------------------
|
|
void StreamDB_Init(const char* pszLevelName)
|
|
{
|
|
ostringstream ostream;
|
|
ostream << "platform\\scripts\\levels\\settings\\" << pszLevelName << ".json";
|
|
fs::path fsPath = fs::current_path() /= ostream.str();
|
|
|
|
if (FileExists(fsPath))
|
|
{
|
|
nlohmann::json jsIn;
|
|
try
|
|
{
|
|
ifstream iPakLoadDefFile(fsPath, std::ios::binary); // Parse prerequisites file.
|
|
iPakLoadDefFile >> jsIn;
|
|
iPakLoadDefFile.close();
|
|
|
|
if (!jsIn.is_null())
|
|
{
|
|
if (!jsIn["stbsp"].is_null())
|
|
{
|
|
string svStreamDBFile = jsIn["stbsp"].get<string>();
|
|
DevMsg(eDLL_T::MS, "%s: Loading override STBSP file '%s.stbsp'\n", __FUNCTION__, svStreamDBFile.c_str());
|
|
v_StreamDB_Init(svStreamDBFile.c_str());
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
catch (const std::exception& ex)
|
|
{
|
|
Warning(eDLL_T::MS, "%s: Exception while parsing STBSP override: '%s'\n", __FUNCTION__, ex.what());
|
|
}
|
|
}
|
|
DevMsg(eDLL_T::MS, "%s: Loading STBSP file '%s.stbsp'\n", __FUNCTION__, pszLevelName);
|
|
v_StreamDB_Init(pszLevelName);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------
|
|
// Purpose: draw frame
|
|
//---------------------------------------------------------------------------------
|
|
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
|
|
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, char a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, __m128* a11, int a12)
|
|
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
|
|
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14)
|
|
#endif
|
|
{
|
|
// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
|
|
// but allows you to load BSP's with virtually all missing shaders/materials and models
|
|
// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
|
|
if (!s_pRenderContext.GetValue<void*>())
|
|
return nullptr;
|
|
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
|
|
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
|
|
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
|
|
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void CMaterialSystem_Attach()
|
|
{
|
|
DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
|
|
DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
|
|
}
|
|
|
|
void CMaterialSystem_Detach()
|
|
{
|
|
DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
|
|
DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
|
|
} |