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#include "mods/modmanager.h"
#include "dedicated/dedicated.h"
#include "engine/r2engine.h"
AUTOHOOK_INIT()
OFFSET_STRUCT(WeaponDefinition)
{
FIELD(5, bool bReloadScriptFuncs);
FIELD(6, char pWeaponName[]); // this probably has a max length but i do not know what it is
};
OFFSET_STRUCT(GlobalWeaponDefs)
{
// each entry is 24 bytes, but no clue what the bytes after the def are, so just ignore atm
// need the full struct so we iterate properly
OFFSET_STRUCT(WeaponDefContainer)
{
STRUCT_SIZE(24);
WeaponDefinition* pWeaponDef;
};
FIELD(16, WeaponDefContainer m_Weapons[]);
};
VAR_AT(client.dll + 0xB33A02, uint16_t*, g_pnClientWeaponsLoaded);
VAR_AT(client.dll + 0xB339E8, GlobalWeaponDefs**, g_ppClientWeaponDefs);
VAR_AT(server.dll + 0xBB57C2, uint16_t*, g_pnServerWeaponsLoaded);
VAR_AT(server.dll + 0xBB57A8, GlobalWeaponDefs**, g_ppServerWeaponDefs);
FUNCTION_AT(client.dll + 0x3D2FB0, void,, ClientReparseWeapon, (WeaponDefinition* pWeapon));
FUNCTION_AT(client.dll + 0x3CE270, void,, ClientReloadWeaponCallbacks, (int nWeaponIndex));
FUNCTION_AT(client.dll + 0x6D1170, void,, ServerReparseWeapon, (WeaponDefinition * pWeapon));
FUNCTION_AT(client.dll + 0x6CCE80, void, , ServerReloadWeaponCallbacks, (int nWeaponIndex));
std::unordered_set<std::string> setsClientWeaponsToReload;
std::unordered_set<std::string> setsServerWeaponsToReload;
// used for passing client/server funcs/data/pointers to TryReloadWeapon
struct SidedWeaponReloadPointers
{
// data pointers
uint16_t* m_pnWeaponsLoaded;
GlobalWeaponDefs** m_ppWeaponDefs;
std::unordered_set<std::string>* m_psetsWeaponsToReload;
// funcs
void (*m_fnReparseWeapon)(WeaponDefinition* pWeapon);
void (*m_fnReloadWeaponCallbacks)(int nWeaponIndex);
SidedWeaponReloadPointers() {} // don't use
SidedWeaponReloadPointers(
uint16_t* pnWeaponsLoaded,
GlobalWeaponDefs** ppWeaponDefs,
std::unordered_set<std::string>* psetsWeaponsToReload,
void (*fnReparseWeapon)(WeaponDefinition*),
void (*fnReloadWeaponCallbacks)(int))
{
m_pnWeaponsLoaded = pnWeaponsLoaded;
m_ppWeaponDefs = ppWeaponDefs;
m_psetsWeaponsToReload = psetsWeaponsToReload;
m_fnReparseWeapon = fnReparseWeapon;
m_fnReloadWeaponCallbacks = fnReloadWeaponCallbacks;
}
} clientReloadPointers, serverReloadPointers;
int WeaponIndexByName(const char* pWeaponName, const SidedWeaponReloadPointers* pReloadPointers)
{
for (int i = 0; i < *pReloadPointers->m_pnWeaponsLoaded; i++)
{
const WeaponDefinition* pWeapon = (*pReloadPointers->m_ppWeaponDefs)->m_Weapons[i].pWeaponDef;
if (!strcmp(pWeapon->pWeaponName, pWeaponName))
return i;
}
return -1;
}
void ModManager::DeferredReloadWeapons(const std::unordered_set<std::string> setsWeapons)
{
// if there's still weapons that need reloading, then keep them, just reload the new stuff
for (const std::string& sWeapon : setsWeapons)
{
setsClientWeaponsToReload.insert(sWeapon);
setsServerWeaponsToReload.insert(sWeapon);
}
}
void ModManager::TryImmediateReloadWeapons(const std::unordered_set<std::string> setsWeapons)
{
// try to reload all weapons on client and server, if we can't reload for any reason
// (either due to either side being inactive, or just failure to reload)
for (const std::string& sWeapon : setsWeapons)
{
if (!IsDedicatedServer())
{
setsClientWeaponsToReload.insert(sWeapon);
// if this fails, the weapon will still be there for deferred reload
TryReloadWeapon(sWeapon.c_str(), &clientReloadPointers);
}
setsServerWeaponsToReload.insert(sWeapon);
TryReloadWeapon(sWeapon.c_str(), &serverReloadPointers);
}
}
bool ModManager::TryReloadWeapon(const char* pWeaponName, const SidedWeaponReloadPointers* pReloadPointers)
{
if (!pReloadPointers->m_psetsWeaponsToReload->contains(pWeaponName))
return false; // don't reload
int nWeaponIndex = WeaponIndexByName(pWeaponName, pReloadPointers);
if (nWeaponIndex == -1) // weapon isn't loaded at all, no need to reload!
return false;
spdlog::info("ModManager::TryReloadWeapon reloading weapon {}", pWeaponName);
WeaponDefinition* pWeapon = (*pReloadPointers->m_ppWeaponDefs)->m_Weapons[nWeaponIndex].pWeaponDef;
bool bReloadScriptFuncs = pWeapon->bReloadScriptFuncs; // this is reset after reparse
pReloadPointers->m_fnReparseWeapon(pWeapon);
if (bReloadScriptFuncs)
pReloadPointers->m_fnReloadWeaponCallbacks(nWeaponIndex);
pReloadPointers->m_psetsWeaponsToReload->erase(pWeaponName);
return true;
}
// TODO: server implementation for this?
// clang-format off
AUTOHOOK(ClientPrecacheWeaponFromStringtable, client.dll + 0x195A60,
bool, __fastcall, (void* a1, void* a2, void* a3, const char* pWeaponName))
// clang-format on
{
if (g_pModManager->TryReloadWeapon(pWeaponName, &clientReloadPointers))
return true;
spdlog::info("PrecacheWeaponFromStringtable: {}", pWeaponName);
return ClientPrecacheWeaponFromStringtable(a1, a2, a3, pWeaponName);
}
ON_DLL_LOAD_CLIENT("client.dll", ModReloadWeaponsClient, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(client.dll)
clientReloadPointers = SidedWeaponReloadPointers(
g_pnClientWeaponsLoaded, g_ppClientWeaponDefs, &setsClientWeaponsToReload, ClientReparseWeapon, ClientReloadWeaponCallbacks);
}
ON_DLL_LOAD_CLIENT("server.dll", ModReloadWeaponsServer, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(server.dll)
serverReloadPointers = SidedWeaponReloadPointers(
g_pnServerWeaponsLoaded, g_ppServerWeaponDefs, &setsServerWeaponsToReload, ServerReparseWeapon, ServerReloadWeaponCallbacks);
}
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