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* split rtech_game and rtech_utils cpp files into multiple files * rebuilt several large pak load routines for debugging and custom implementations * moved rson code to rtech_game * reworked and improved engine and sdk pak precache system * reversed more of the jobthreads system
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
#ifndef RTECH_PAKALLOC_H
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#define RTECH_PAKALLOC_H
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#include "rtech/ipakfile.h"
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extern void Pak_AlignSegmentHeaders(PakFile_t* const pak, PakSegmentDescriptor_t* const desc);
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extern void Pak_AlignSegments(PakFile_t* const pak, PakSegmentDescriptor_t* const desc);
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extern void Pak_CopyPagesToSegments(PakFile_t* const pak, PakLoadedInfo_t* const loadedInfo, PakSegmentDescriptor_t* const desc);
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// something with sorting pages?
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inline void (*sub_140442740)(PakAsset_t** assetEntries, PakAsset_t** assetEntry, __int64 idx, PakFile_t* pak);
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///////////////////////////////////////////////////////////////////////////////
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class V_PakAlloc : public IDetour
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{
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virtual void GetAdr(void) const
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{
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}
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virtual void GetFun(void) const
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{
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g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 56 57 41 54 41 56 41 57 48 83 EC 40 48 8B C2 49 8B D9").GetPtr(sub_140442740);
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}
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virtual void GetVar(void) const { }
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const { };
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif // RTECH_PAKALLOC_H
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