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#include "pch.h"
#include "languagehooks.h"
#include "gameutils.h"
#include "dedicated.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)
{
if (IsDedicated())
return;
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xF560, &GetGameLanguageHook, reinterpret_cast<LPVOID*>(&GetGameLanguageOriginal));
}
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