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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
67 lines
1.6 KiB
C++
67 lines
1.6 KiB
C++
#include "core/stdafx.h"
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#include "core/r5dev.h"
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#include "core/init.h"
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/*****************************************************************************/
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#ifndef DEDICATED
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#include "windows/id3dx.h"
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#include "windows/input.h"
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#endif // !DEDICATED
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#include "windows/console.h"
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//#############################################################################
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// INITIALIZATION
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//#############################################################################
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void R5Dev_Init()
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{
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Console_Init();
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Systems_Init();
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#ifndef DEDICATED
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Input_Init();
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DirectX_Init();
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#endif // !DEDICATED
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spdlog::get("console")->set_pattern("%v");
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spdlog::info("+-----------------------------------------------------------------------------+\n");
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spdlog::info("| R5 DEVELOPER CONSOLE -- INITIALIZED ----------------------------------- |\n");
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spdlog::info("+-----------------------------------------------------------------------------+\n");
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spdlog::get("console")->set_pattern("[%S.%e] %v");
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}
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void R5Dev_Shutdown()
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{
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Systems_Shutdown();
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#ifndef DEDICATED
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Input_Shutdown();
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DirectX_Shutdown();
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#endif // !DEDICATED
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FreeConsole();
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}
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//#############################################################################
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// ENTRYPOINT
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//#############################################################################
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BOOL APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpReserved)
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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R5Dev_Init();
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break;
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}
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case DLL_PROCESS_DETACH:
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{
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R5Dev_Shutdown();
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break;
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}
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}
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return TRUE;
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}
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