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#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()
}
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