mirror of
https://github.com/Mauler125/r5sdk.git
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- 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.
88 lines
2.7 KiB
C++
88 lines
2.7 KiB
C++
//=============================================================================//
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//
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// Purpose: RTech game utilities
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "engine/host_cmd.h"
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#include "engine/host_state.h"
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#include "engine/cmodel_bsp.h"
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#include "rtech/rtech_game.h"
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#include "rtech/rtech_utils.h"
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// Pak handles that have been loaded with the level
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// from within the level settings KV (located in
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// scripts/levels/settings/*.kv). On level unload,
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// each pak listed in this vector gets unloaded.
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CUtlVector<RPakHandle_t> g_vLoadedPakHandle;
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//-----------------------------------------------------------------------------
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// Purpose: load user-requested pak files on-demand
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// Input : *szPakFileName -
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// *pMalloc -
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// nIdx -
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// bUnk -
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// Output : pak file handle on success, INVALID_PAK_HANDLE on failure
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//-----------------------------------------------------------------------------
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RPakHandle_t CPakFile::LoadAsync(const char* szPakFileName, CAlignedMemAlloc* pMalloc, int nIdx, bool bUnk)
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{
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RPakHandle_t pakHandle = INVALID_PAK_HANDLE;
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CUtlString pakBasePath;
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CUtlString pakOverridePath;
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pakBasePath.Format(PLATFORM_PAK_PATH "%s", szPakFileName);
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pakOverridePath.Format(PLATFORM_PAK_OVERRIDE_PATH "%s", szPakFileName);
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if (FileExists(pakOverridePath.Get()) || FileExists(pakBasePath.Get()))
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{
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DevMsg(eDLL_T::RTECH, "Loading pak file: '%s'\n", szPakFileName);
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pakHandle = CPakFile_LoadAsync(szPakFileName, pMalloc, nIdx, bUnk);
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if (pakHandle == INVALID_PAK_HANDLE)
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{
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Error(eDLL_T::RTECH, NO_ERROR, "%s: Failed read '%s' results '%u'\n", __FUNCTION__, szPakFileName, pakHandle);
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}
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}
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else
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{
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Error(eDLL_T::RTECH, NO_ERROR, "%s: Failed; file '%s' doesn't exist\n", __FUNCTION__, szPakFileName);
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}
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return pakHandle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: unloads loaded pak files
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// Input : handle -
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//-----------------------------------------------------------------------------
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void CPakFile::UnloadPak(RPakHandle_t handle)
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{
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RPakLoadedInfo_t* pakInfo = g_pRTech->GetPakLoadedInfo(handle);
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if (pakInfo && pakInfo->m_pszFileName)
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{
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DevMsg(eDLL_T::RTECH, "Unloading pak file: '%s'\n", pakInfo->m_pszFileName);
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if (strcmp(pakInfo->m_pszFileName, "mp_lobby.rpak") == 0)
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s_bBasePaksInitialized = false;
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}
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CPakFile_UnloadPak(handle);
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}
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void V_RTechGame::Attach() const
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{
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DetourAttach(&CPakFile_LoadAsync, &CPakFile::LoadAsync);
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DetourAttach(&CPakFile_UnloadPak, &CPakFile::UnloadPak);
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}
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void V_RTechGame::Detach() const
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{
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DetourDetach(&CPakFile_LoadAsync, &CPakFile::LoadAsync);
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DetourDetach(&CPakFile_UnloadPak, &CPakFile::UnloadPak);
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}
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// Symbols taken from R2 dll's.
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CPakFile* g_pakLoadApi = new CPakFile();
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