#include "mods/modmanager.h" AUTOHOOK_INIT() void* g_pVguiLocalize; // clang-format off AUTOHOOK(CLocalize__AddFile, localize.dll + 0x6D80, bool, __fastcall, (void* pVguiLocalize, const char* path, const char* pathId, bool bIncludeFallbackSearchPaths)) // clang-format on { // save this for later g_pVguiLocalize = pVguiLocalize; bool ret = CLocalize__AddFile(pVguiLocalize, path, pathId, bIncludeFallbackSearchPaths); if (ret) spdlog::info("Loaded localisation file {} successfully", path); return true; } // clang-format off AUTOHOOK(CLocalize__ReloadLocalizationFiles, localize.dll + 0xB830, void, __fastcall, (void* pVguiLocalize)) // clang-format on { // load all mod localization manually, so we keep track of all files, not just previously loaded ones for (Mod mod : g_pModManager->m_LoadedMods) if (mod.m_bEnabled) for (std::string& localisationFile : mod.LocalisationFiles) CLocalize__AddFile(g_pVguiLocalize, localisationFile.c_str(), nullptr, false); spdlog::info("reloading localization..."); CLocalize__ReloadLocalizationFiles(pVguiLocalize); } // clang-format off AUTOHOOK(CEngineVGui__Init, engine.dll + 0x247E10, void, __fastcall, (void* self)) // clang-format on { CEngineVGui__Init(self); // this loads r1_english, valve_english, dev_english // previously we did this in CLocalize::AddFile, but for some reason it won't properly overwrite localization from // files loaded previously if done there, very weird but this works so whatever for (Mod mod : g_pModManager->m_LoadedMods) if (mod.m_bEnabled) for (std::string& localisationFile : mod.LocalisationFiles) CLocalize__AddFile(g_pVguiLocalize, localisationFile.c_str(), nullptr, false); } ON_DLL_LOAD_CLIENT("localize.dll", Localize, (CModule module)) { AUTOHOOK_DISPATCH() }