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134 lines
7.8 KiB
C++
134 lines
7.8 KiB
C++
#pragma once
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#include "engine/gl_model_private.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class IModelLoader
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{
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public:
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enum REFERENCETYPE
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{
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// The name is allocated, but nothing else is in memory or being referenced
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FMODELLOADER_NOTLOADEDORREFERENCED = 0,
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// The model has been loaded into memory
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FMODELLOADER_LOADED = (1 << 0),
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// The model is being referenced by the server code
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FMODELLOADER_SERVER = (1 << 1),
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// The model is being referenced by the client code
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FMODELLOADER_CLIENT = (1 << 2),
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// The model is being referenced in the client .dll
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FMODELLOADER_CLIENTDLL = (1 << 3),
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// The model is being referenced by static props
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FMODELLOADER_STATICPROP = (1 << 4),
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// The model is a detail prop
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FMODELLOADER_DETAILPROP = (1 << 5),
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// The model is the simple version of the world geometry
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FMODELLOADER_SIMPLEWORLD = (1 << 6),
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// The model is dynamically loaded
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FMODELLOADER_DYNSERVER = (1 << 7),
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FMODELLOADER_DYNCLIENT = (1 << 8),
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FMODELLOADER_COMBINED = (1 << 9),
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FMODELLOADER_DYNAMIC = FMODELLOADER_DYNSERVER | FMODELLOADER_DYNCLIENT | FMODELLOADER_COMBINED,
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FMODELLOADER_REFERENCEMASK = (FMODELLOADER_SERVER | FMODELLOADER_CLIENT | FMODELLOADER_CLIENTDLL | FMODELLOADER_STATICPROP | FMODELLOADER_DETAILPROP | FMODELLOADER_DYNAMIC | FMODELLOADER_SIMPLEWORLD),
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// The model was touched by the preload method
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FMODELLOADER_TOUCHED_BY_PRELOAD = (1 << 15),
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// The model was loaded by the preload method, a postload fixup is required
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FMODELLOADER_LOADED_BY_PRELOAD = (1 << 16),
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// The model touched its materials as part of its load
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FMODELLOADER_TOUCHED_MATERIALS = (1 << 17),
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};
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};
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class CModelLoader
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{
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public:
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static void LoadModel(CModelLoader* loader, model_t* model);
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static uint64_t Map_LoadModelGuts(CModelLoader* loader, model_t* model);
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};
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inline CMemory p_CModelLoader__FindModel;
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inline auto CModelLoader__FindModel = p_CModelLoader__FindModel.RCast<void* (*)(CModelLoader* loader, const char* pszModelName)>();
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inline CMemory p_CModelLoader__LoadModel;
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inline auto CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast<void(*)(CModelLoader* loader, model_t* model)>();
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inline CMemory p_CModelLoader__UnloadModel;
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inline auto CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast<uint64_t(*)(CModelLoader* loader, model_t* model)>();
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inline CMemory p_CModelLoader__Studio_LoadModel;
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inline auto CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast<void* (*)(CModelLoader* loader)>();
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inline CMemory p_CModelLoader__Map_LoadModelGuts;
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inline auto CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast<uint64_t(*)(CModelLoader* loader, model_t* model)>();
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inline CMemory p_CModelLoader__Map_IsValid;
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inline auto CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*)(CModelLoader* loader, const char* pszMapName)>();
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//inline CMemory p_GetSpriteInfo; // DEDICATED PATCH!
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//inline auto GetSpriteInfo = p_GetSpriteInfo.RCast<void* (*)(const char* pName, bool bIsAVI, bool bIsBIK, int& nWidth, int& nHeight, int& nFrameCount, void* a7)>();
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//inline CMemory p_BuildSpriteLoadName; // DEDICATED PATCH!
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//inline auto BuildSpriteLoadName = p_BuildSpriteLoadName.RCast<void* (*)(const char* pName, char* pOut, int outLen, bool& bIsAVI, bool& bIsBIK)>();
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inline CModelLoader* g_pModelLoader;
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///////////////////////////////////////////////////////////////////////////////
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class VModelLoader : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CModelLoader::FindModel", p_CModelLoader__FindModel.GetPtr());
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LogFunAdr("CModelLoader::LoadModel", p_CModelLoader__LoadModel.GetPtr());
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LogFunAdr("CModelLoader::UnloadModel", p_CModelLoader__UnloadModel.GetPtr());
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LogFunAdr("CModelLoader::Map_LoadModelGuts", p_CModelLoader__Map_LoadModelGuts.GetPtr());
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LogFunAdr("CModelLoader::Map_IsValid", p_CModelLoader__Map_IsValid.GetPtr());
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LogFunAdr("CModelLoader::Studio_LoadModel", p_CModelLoader__Studio_LoadModel.GetPtr());
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//LogFunAdr("GetSpriteInfo", p_GetSpriteInfo.GetPtr());
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//LogFunAdr("BuildSpriteLoadName", p_BuildSpriteLoadName.GetPtr());
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LogVarAdr("g_pModelLoader", reinterpret_cast<uintptr_t>(g_pModelLoader));
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}
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virtual void GetFun(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 55 41 56 48 8D AC 24 ?? ?? ?? ??");
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p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 56 48 81 EC ?? ?? ?? ?? 48 8B FA");
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p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 8B C4 48 89 58 18 55 48 81 EC ?? ?? ?? ?? 48 8B DA");
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p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 56 48 8D AC 24 ?? ?? ?? ??");
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p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 41 54 41 55 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? FF 05 ?? ?? ?? ??"); // BSP.
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p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("48 8B C4 53 48 81 EC ?? ?? ?? ?? 48 8B DA");
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//p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B AC 24 ?? ?? ?? ?? BE ?? ?? ?? ??");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 57 48 83 EC 48 80 3A 2A");
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p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 57 48 81 EC ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ??");
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p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B F9 33 ED");
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p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 57 48 81 EC ?? ?? ?? ??");
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p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 57"); // BSP.
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p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("40 53 48 81 EC ?? ?? ?? ?? 48 8B DA 48 85 D2 0F 84 ?? ?? ?? ?? 80 3A ?? 0F 84 ?? ?? ?? ?? 4C 8B CA");
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//p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B BC 24 ?? ?? ?? ??");
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#endif
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//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");
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CModelLoader__FindModel = p_CModelLoader__FindModel.RCast<void* (*)(CModelLoader*, const char*)>();
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CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast<void(*)(CModelLoader*, model_t*)>();
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CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast<uint64_t(*)(CModelLoader*, model_t*)>();
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CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast<void* (*)(CModelLoader*)>();
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CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast<uint64_t(*)(CModelLoader*, model_t* mod)>();
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CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*)(CModelLoader*, const char*)>();
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//GetSpriteInfo = p_GetSpriteInfo.RCast<void* (*)(const char*, bool, bool, int&, int&, int&, void*)>();
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//BuildSpriteLoadName = p_BuildSpriteLoadName.RCast<void* (*)(const char*, char*, int, bool&, bool&)>();
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}
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virtual void GetVar(void) const
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{
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g_pModelLoader = g_GameDll.FindPatternSIMD(
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"48 89 4C 24 ?? 53 55 56 41 54 41 55 41 56 41 57 48 81 EC ?? ?? ?? ??").FindPatternSelf("48 ?? 0D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(3, 7).RCast<CModelLoader*>();
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}
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virtual void GetCon(void) const { }
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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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