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-rw-r--r--NorthstarDedicatedTest/languagehooks.cpp119
1 files changed, 0 insertions, 119 deletions
diff --git a/NorthstarDedicatedTest/languagehooks.cpp b/NorthstarDedicatedTest/languagehooks.cpp
deleted file mode 100644
index c8d43901..00000000
--- a/NorthstarDedicatedTest/languagehooks.cpp
+++ /dev/null
@@ -1,119 +0,0 @@
-#include "pch.h"
-#include "languagehooks.h"
-#include "gameutils.h"
-#include <filesystem>
-#include <regex>
-
-namespace fs = std::filesystem;
-
-typedef char* (*GetGameLanguageType)();
-char* GetGameLanguage();
-
-typedef LANGID (*Tier0_DetectDefaultLanguageType)();
-
-GetGameLanguageType GetGameLanguageOriginal;
-
-bool CheckLangAudioExists(char* lang)
-{
- std::string path {"r2\\sound\\general_"};
- path += lang;
- path += ".mstr";
- return fs::exists(path);
-}
-
-std::vector<std::string> file_list(fs::path dir, std::regex ext_pattern)
-{
- std::vector<std::string> result;
-
- if (!fs::exists(dir) || !fs::is_directory(dir))
- return result;
-
- using iterator = fs::directory_iterator;
-
- const iterator end;
- for (iterator iter {dir}; iter != end; ++iter)
- {
- const std::string filename = iter->path().filename().string();
- std::smatch matches;
- if (fs::is_regular_file(*iter) && std::regex_match(filename, matches, ext_pattern))
- {
- result.push_back(std::move(matches.str(1)));
- }
- }
-
- return result;
-}
-
-std::string GetAnyInstalledAudioLanguage()
-{
- for (const auto& lang : file_list("r2\\sound\\", std::regex(".*?general_([a-z]+)_patch_1\\.mstr")))
- if (lang != "general" || lang != "")
- return lang;
- return "NO LANGUAGE DETECTED";
-}
-
-char* GetGameLanguageHook()
-{
- auto tier0Handle = GetModuleHandleA("tier0.dll");
- auto Tier0_DetectDefaultLanguageType = GetProcAddress(tier0Handle, "Tier0_DetectDefaultLanguage");
- char* ingameLang1 = (char*)tier0Handle + 0xA9B60; // one of the globals we need to override if overriding lang (size: 256)
- bool& canOriginDictateLang = *(bool*)((char*)tier0Handle + 0xA9A90);
-
- const char* forcedLanguage;
- if (CommandLine()->CheckParm("-language", &forcedLanguage))
- {
- if (!CheckLangAudioExists((char*)forcedLanguage))
- {
- spdlog::info(
- "User tried to force the language (-language) to \"{}\", but audio for this language doesn't exist and the game is bound "
- "to error, falling back to next option...",
- forcedLanguage);
- }
- else
- {
- spdlog::info("User forcing the language (-language) to: {}", forcedLanguage);
- strncpy(ingameLang1, forcedLanguage, 256);
- return ingameLang1;
- }
- }
-
- canOriginDictateLang = true; // let it try
- {
- auto lang = GetGameLanguageOriginal();
- if (!CheckLangAudioExists(lang))
- {
- if (strcmp(lang, "russian") !=
- 0) // don't log for "russian" since it's the default and that means Origin detection just didn't change it most likely
- spdlog::info(
- "Origin detected language \"{}\", but we do not have audio for it installed, falling back to the next option", lang);
- }
- else
- {
- spdlog::info("Origin detected language: {}", lang);
- return lang;
- }
- }
-
- Tier0_DetectDefaultLanguageType(); // force the global in tier0 to be populated with language inferred from user's system rather than
- // defaulting to Russian
- canOriginDictateLang = false; // Origin has no say anymore, we will fallback to user's system setup language
- auto lang = GetGameLanguageOriginal();
- spdlog::info("Detected system language: {}", lang);
- if (!CheckLangAudioExists(lang))
- {
- spdlog::warn("Caution, audio for this language does NOT exist. You might want to override your game language with -language "
- "command line option.");
- auto lang = GetAnyInstalledAudioLanguage();
- spdlog::warn("Falling back to the first installed audio language: {}", lang.c_str());
- strncpy(ingameLang1, lang.c_str(), 256);
- return ingameLang1;
- }
-
- return lang;
-}
-
-void InitialiseTier0LanguageHooks(HMODULE baseAddress)
-{
- HookEnabler hook;
- ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xF560, &GetGameLanguageHook, reinterpret_cast<LPVOID*>(&GetGameLanguageOriginal));
-} \ No newline at end of file