
The main goal was improving the readability of the original code however some ugliness remains. - Swapped from pointer singleton to instance singleton - Actually make use of the alpha logic that used to be present - Added a counter to notifications to indicate if something is being spammed - Notification timeouts reset if they're sent to the queue again
42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
#include "core/data/menu_event.hpp"
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#include "hooking/hooking.hpp"
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#include "lua/lua_manager.hpp"
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#include "pointers.hpp"
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#include "services/players/player_service.hpp"
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#include <network/CNetworkPlayerMgr.hpp>
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namespace big
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{
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bool hooks::network_player_mgr_init(CNetworkPlayerMgr* _this, uint64_t a2, uint32_t a3, uint32_t a4[4])
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{
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if (g.notifications.network_player_mgr_init.log)
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LOG(INFO) << "CNetworkPlayerMgr#init got called, we're probably entering a session.";
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if (g.notifications.network_player_mgr_init.notify)
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g_notification_service.push("NETWORK_PLAYER_MGR"_T.data(), "NETWORK_PLAYER_MGR_INIT"_T.data());
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bool result = g_hooking->get_original<hooks::network_player_mgr_init>()(_this, a2, a3, a4);
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g.session.trust_session = false;
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g_player_service->player_join(_this->m_local_net_player);
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g_lua_manager->trigger_event<menu_event::PlayerMgrInit>();
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return result;
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}
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void hooks::network_player_mgr_shutdown(CNetworkPlayerMgr* _this)
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{
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g_player_service->do_cleanup();
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self::spawned_vehicles.clear();
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if (g.notifications.network_player_mgr_shutdown.log)
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LOG(INFO) << "CNetworkPlayerMgr#shutdown got called, we're probably leaving our session.";
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if (g.notifications.network_player_mgr_shutdown.notify)
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g_notification_service.push("NETWORK_PLAYER_MGR"_T.data(), "NETWORK_PLAYER_MGR_DESTROY"_T.data());
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g.session.trust_session = false;
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g_hooking->get_original<hooks::network_player_mgr_shutdown>()(_this);
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g_lua_manager->trigger_event<menu_event::PlayerMgrShutdown>();
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}
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}
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