r5sdk/r5dev/rtech/rtech_game.cpp
Kawe Mazidjatari 2010e11310 Add 'fatal' functionality to Error()
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
2022-08-22 12:42:41 +02:00

101 lines
3.2 KiB
C++

//=============================================================================//
//
// 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<RPakHandle_t> 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, false, "%s: Failed read '%s' results '%u'\n", __FUNCTION__, szPakFileName, pakHandle);
}
}
else
{
Error(eDLL_T::RTECH, false, "%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();