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-rw-r--r--NorthstarDedicatedTest/squirrel.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/NorthstarDedicatedTest/squirrel.cpp b/NorthstarDedicatedTest/squirrel.cpp
index 7851192b..34eb0fdc 100644
--- a/NorthstarDedicatedTest/squirrel.cpp
+++ b/NorthstarDedicatedTest/squirrel.cpp
@@ -5,6 +5,7 @@
#include "concommand.h"
#include "modmanager.h"
#include "gameutils.h"
+#include "NSMem.h"
RegisterSquirrelFuncType ClientRegisterSquirrelFunc;
RegisterSquirrelFuncType ServerRegisterSquirrelFunc;
@@ -142,7 +143,8 @@ template <ScriptContext context> void ScriptCompileErrorHook(void* sqvm, const c
.c_str(),
cmd_source_t::kCommandSrcCode);
- // TODO: for ui script, we need to prevent the infinite compilation error loop the game will get into on uiscript_reset if there is a compilation error
+ if (realContext == ScriptContext::UI)
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "toggleconsole", cmd_source_t::kCommandSrcCode); // likely temp: show console so user can see any errors
}
// dont call the original function since it kills game lol
@@ -296,6 +298,9 @@ ON_DLL_LOAD_RELIESON("client.dll", ClientSquirrel, ConCommand, (HMODULE baseAddr
g_pClientSquirrel->sq_get = (sq_getType)((char*)baseAddress + 0x7C30);
g_pUISquirrel->sq_get = (sq_getType)((char*)baseAddress + 0x7C30);
+ // uiscript_reset concommand: don't loop forever if compilation fails
+ NSMem::NOP((uintptr_t)baseAddress + 0x3C6E4C, 6);
+
ENABLER_CREATEHOOK(
hook,
(char*)baseAddress + 0x26130,