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Revert gsc patch as it doesn't fix anything on some maps
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@ -47,6 +47,17 @@ namespace gsc
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return true;
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}
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// This will prevent 'fake' GSC raw files from being compiled.
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// They are parsed by the game's own parser later as they are special files.
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if (name.starts_with("maps/createfx") || name.starts_with("maps/createart") ||
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(name.starts_with("maps/mp") && name.ends_with("_fx.gsc")))
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{
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#ifdef _DEBUG
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console::info("Refusing to compile rawfile '%s\n", name.data());
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#endif
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return false;
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}
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const auto* name_str = name.data();
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if (game::DB_XAssetExists(game::ASSET_TYPE_RAWFILE, name_str) &&
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!game::DB_IsXAssetDefault(game::ASSET_TYPE_RAWFILE, name_str))
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@ -73,17 +84,6 @@ namespace gsc
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return got->second;
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}
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// This will prevent 'fake' GSC raw files from being compiled.
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// The GSC fake files are leftovers and have an actual scriptfiles counterpart that we must load instead.
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if (real_name.starts_with("maps/createfx") || real_name.starts_with("maps/createart") ||
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(real_name.starts_with("maps/mp") && real_name.ends_with("_fx.gsc")))
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{
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if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, real_name.data()))
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{
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return game::DB_FindXAssetHeader(game::ASSET_TYPE_SCRIPTFILE, real_name.data(), false).scriptfile;
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}
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}
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std::string source_buffer{};
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if (!read_script_file(real_name + ".gsc", &source_buffer))
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{
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