Forked from camden-smallwood-zz/Patches\LoadingScreen.cpp
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#include "LoadingScreen.hpp" | |
#include "../Patch.hpp" | |
#include "../ElDorito.hpp" | |
#include "../Blam/BlamTypes.hpp" | |
#include "../Console.hpp" | |
using namespace Patches::LoadingScreen; | |
namespace | |
{ | |
void ShowLoadingScreenHook(const char *mapPath, short unk); | |
void BeginLoadingHook(uint32_t totalBytes); | |
void UpdateLoadingProgressHook(uint32_t bytes); | |
void HideLoadingScreenHook(); | |
void ChangeTick(); | |
bool OnLoadingScreen = false; | |
std::shared_ptr<LoadingScreenUi> ActiveUi; | |
} | |
namespace Patches::LoadingScreen | |
{ | |
void ApplyAll() | |
{ | |
Hook(0x167935, ShowLoadingScreenHook, HookFlags::IsCall).Apply(); | |
Hook(0x161E1E, BeginLoadingHook, HookFlags::IsCall).Apply(); | |
Hook(0x2EBA07, UpdateLoadingProgressHook, HookFlags::IsCall).Apply(); | |
Hook(0x167ABA, HideLoadingScreenHook, HookFlags::IsCall).Apply(); | |
// Force a jump so that the loading screen never renders | |
Patch(0x1064E7, { 0xEB }).Apply(); | |
// fixes a rare issue were the game wouldn't render anything before the mainmenu finished loading | |
// See issue #323 | |
Patch(0x167899, { 0xEB }).Apply(); | |
} | |
void SetUi(std::shared_ptr<LoadingScreenUi> ui) | |
{ | |
ActiveUi = ui; | |
} | |
} | |
namespace | |
{ | |
void ShowLoadingScreenHook(const char *mapPath, short unk) | |
{ | |
OnLoadingScreen = true; | |
typedef void(*ShowLoadingScreenPtr)(const char *mapPath, short unk); | |
auto ShowLoadingScreen = reinterpret_cast<ShowLoadingScreenPtr>(0x52EE40); | |
ShowLoadingScreen(mapPath, unk); | |
if (ActiveUi) | |
ActiveUi->Show(mapPath); | |
ChangeTick(); | |
} | |
void BeginLoadingHook(uint32_t totalBytes) | |
{ | |
typedef void(*BeginLoadingPtr)(uint32_t totalBytes); | |
auto BeginLoading = reinterpret_cast<BeginLoadingPtr>(0x711C00); | |
BeginLoading(totalBytes); | |
if (ActiveUi) | |
ActiveUi->Begin(totalBytes); | |
} | |
void UpdateLoadingProgressHook(uint32_t bytes) | |
{ | |
typedef void(*UpdateLoadingProgressPtr)(uint32_t bytes); | |
auto UpdateLoadingProgress = reinterpret_cast<UpdateLoadingProgressPtr>(0x711C30); | |
UpdateLoadingProgress(bytes); | |
if (ActiveUi) | |
ActiveUi->UpdateProgress(bytes); | |
} | |
void HideLoadingScreenHook() | |
{ | |
OnLoadingScreen = false; | |
typedef void(*HideLoadingScreenPtr)(); | |
auto HideLoadingScreen = reinterpret_cast<HideLoadingScreenPtr>(0x52EE20); | |
HideLoadingScreen(); | |
if (ActiveUi) | |
ActiveUi->Hide(); | |
} | |
void ChangeTick() | |
{ | |
if (ElDorito::Instance().GameHasMenuShown && OnLoadingScreen) | |
{ | |
int tick = 1024; | |
auto gameTimeGlobalsPtr = ElDorito::GetMainTls(GameGlobals::Time::TLSOffset)[0]; | |
gameTimeGlobalsPtr(GameGlobals::Time::FpsIndex).Write(tick); | |
gameTimeGlobalsPtr(GameGlobals::Time::DTInverseIndex).Write(1.0f / tick); | |
std::stringstream ss; | |
ss << "FpsIndex: " << gameTimeGlobalsPtr(GameGlobals::Time::FpsIndex).Read<int>() << std::endl; | |
ss << "DTInverseIndex: " << gameTimeGlobalsPtr(GameGlobals::Time::DTInverseIndex).Read<float>() << std::endl; | |
Console::WriteLine(ss.str()); | |
} | |
} | |
} |
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