Add basic ReHLDS and ReGameDLL support (#417)
* Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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@ -13,14 +13,24 @@
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#include "fakemeta_amxx.h"
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#include "sh_stack.h"
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#include <resdk/mod_regamedll_api.h>
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IGameConfig *CommonConfig;
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IGameConfig *GamerulesConfig;
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IGameConfigManager *ConfigManager;
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bool HasRegameDll;
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HLTypeConversion TypeConversion;
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void *GameRulesRH;
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void **GameRulesAddress;
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CGameRules* InstallGameRules(IReGameHook_InstallGameRules *chain)
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{
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GameRulesRH = chain->callNext();
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return static_cast<CGameRules*>(GameRulesRH);
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}
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void OnAmxxAttach()
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{
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initialze_offsets();
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@ -61,19 +71,26 @@ void OnAmxxAttach()
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return;
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}
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void *address = nullptr;
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if (!CommonConfig->GetAddress("g_pGameRules", &address) || !address)
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if ((HasRegameDll = RegamedllApi_Init()))
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{
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MF_Log("get/set_gamerules_* natives have been disabled because g_pGameRules address could not be found. ");
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return;
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ReGameHookchains->InstallGameRules()->registerHook(InstallGameRules);
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}
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else
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{
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void *address = nullptr;
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if (!CommonConfig->GetAddress("g_pGameRules", &address) || !address)
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{
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MF_Log("get/set_gamerules_* natives have been disabled because g_pGameRules address could not be found. ");
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return;
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}
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#if defined(KE_WINDOWS)
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GameRulesAddress = *reinterpret_cast<void***>(address);
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GameRulesAddress = *reinterpret_cast<void***>(address);
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#else
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GameRulesAddress = reinterpret_cast<void**>(address);
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GameRulesAddress = reinterpret_cast<void**>(address);
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#endif
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}
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}
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void OnPluginsLoaded()
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@ -135,6 +152,11 @@ void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
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void FMH_ServerDeactivate_Post()
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{
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if (HasRegameDll)
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{
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GameRulesRH = nullptr;
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}
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// Reset all call lists here.
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// NULL all function tables
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RESETE(PrecacheModel);
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