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.
This commit is contained in:
Vincent Herbet
2017-03-09 19:59:38 +01:00
committed by GitHub
parent 1c3e8de57a
commit 115916d753
48 changed files with 5298 additions and 379 deletions

View File

@ -13,14 +13,24 @@
#include "fakemeta_amxx.h"
#include "sh_stack.h"
#include <resdk/mod_regamedll_api.h>
IGameConfig *CommonConfig;
IGameConfig *GamerulesConfig;
IGameConfigManager *ConfigManager;
bool HasRegameDll;
HLTypeConversion TypeConversion;
void *GameRulesRH;
void **GameRulesAddress;
CGameRules* InstallGameRules(IReGameHook_InstallGameRules *chain)
{
GameRulesRH = chain->callNext();
return static_cast<CGameRules*>(GameRulesRH);
}
void OnAmxxAttach()
{
initialze_offsets();
@ -61,19 +71,26 @@ void OnAmxxAttach()
return;
}
void *address = nullptr;
if (!CommonConfig->GetAddress("g_pGameRules", &address) || !address)
if ((HasRegameDll = RegamedllApi_Init()))
{
MF_Log("get/set_gamerules_* natives have been disabled because g_pGameRules address could not be found. ");
return;
ReGameHookchains->InstallGameRules()->registerHook(InstallGameRules);
}
else
{
void *address = nullptr;
if (!CommonConfig->GetAddress("g_pGameRules", &address) || !address)
{
MF_Log("get/set_gamerules_* natives have been disabled because g_pGameRules address could not be found. ");
return;
}
#if defined(KE_WINDOWS)
GameRulesAddress = *reinterpret_cast<void***>(address);
GameRulesAddress = *reinterpret_cast<void***>(address);
#else
GameRulesAddress = reinterpret_cast<void**>(address);
GameRulesAddress = reinterpret_cast<void**>(address);
#endif
}
}
void OnPluginsLoaded()
@ -135,6 +152,11 @@ void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
void FMH_ServerDeactivate_Post()
{
if (HasRegameDll)
{
GameRulesRH = nullptr;
}
// Reset all call lists here.
// NULL all function tables
RESETE(PrecacheModel);