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Add hook for sounds loaded by weapons or something. Please cease this nonsense, modders!
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parent
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commit
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1 changed files with 27 additions and 4 deletions
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@ -48,6 +48,7 @@ public unsafe class AnimationHookService : IDisposable
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_unkMountAnimationHook.Enable();
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_unkParasolAnimationHook.Enable();
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_dismountHook.Enable();
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_vfxWeaponHook.Enable();
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}
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public bool HandleFiles(ResourceType type, Utf8GamePath _, out ResolveData resolveData)
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@ -105,6 +106,7 @@ public unsafe class AnimationHookService : IDisposable
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_unkMountAnimationHook.Dispose();
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_unkParasolAnimationHook.Dispose();
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_dismountHook.Dispose();
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_vfxWeaponHook.Dispose();
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}
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/// <summary> Characters load some of their voice lines or whatever with this function. </summary>
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@ -337,7 +339,7 @@ public unsafe class AnimationHookService : IDisposable
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}
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[Signature("E8 ?? ?? ?? ?? F6 43 ?? ?? 74 ?? 48 8B CB", DetourName = nameof(DismountDetour))]
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private readonly Hook<DismountDelegate> _dismountHook = null;
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private readonly Hook<DismountDelegate> _dismountHook = null!;
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private delegate void DismountDelegate(nint a1, nint a2);
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@ -345,20 +347,41 @@ public unsafe class AnimationHookService : IDisposable
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{
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if (a1 == nint.Zero)
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{
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_dismountHook!.Original(a1, a2);
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_dismountHook.Original(a1, a2);
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return;
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}
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var gameObject = *(GameObject**)(a1 + 8);
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if (gameObject == null)
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{
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_dismountHook!.Original(a1, a2);
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_dismountHook.Original(a1, a2);
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return;
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}
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var last = _animationLoadData.Value;
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_animationLoadData.Value = _collectionResolver.IdentifyCollection(gameObject, true);
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_dismountHook!.Original(a1, a2);
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_dismountHook.Original(a1, a2);
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_animationLoadData.Value = last;
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}
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[Signature("48 89 6C 24 ?? 41 54 41 56 41 57 48 81 EC", DetourName = nameof(VfxWeaponDetour))]
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private readonly Hook<VfxWeaponDelegate> _vfxWeaponHook = null!;
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private delegate nint VfxWeaponDelegate(nint a1, nint a2, nint a3, nint a4, nint a5, nint a6);
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private nint VfxWeaponDetour(nint a1, nint a2, nint a3, nint a4, nint a5, nint a6)
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{
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if (a6 == nint.Zero)
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return _vfxWeaponHook!.Original(a1, a2, a3, a4, a5, a6);
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var drawObject = ((DrawObject**)a6)[1];
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if (drawObject == null)
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return _vfxWeaponHook!.Original(a1, a2, a3, a4, a5, a6);
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var last = _animationLoadData.Value;
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_animationLoadData.Value = _collectionResolver.IdentifyCollection(drawObject, true);
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var ret = _vfxWeaponHook!.Original(a1, a2, a3, a4, a5, a6);
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_animationLoadData.Value = last;
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return ret;
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}
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}
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