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Mod loader implementation. (#66)
* Initial mod loader implementation. * Allow iterating in mod directories. * Initial append archive implementation. * Avoid calling function wrappers when loading append ARs. For some reason they cause issues. Should investigate later. * UMM merge archive support. * Load merge archives without archive lists. * Less thread locals. I shouldn't worry about string allocations this much when the game itself spams them... * Check for read-only UMM archives. TODO: Skip merging as it's currently just doing duplicate loads. * Skip loading merge archives if they are read-only. * Merge only archives. * Implement decompression. * Fix append ARLs not loading. * Initial save file redirection implementation. * Slightly refactor resolved path usage. * Implement save file redirection fallback. * Set a default save file path if none is provided. * Check for enabled option & replace backward slashes with forward ones in mod save file paths. * Convert back slashes to forward ones when iterating directories. * Make CSB limit dynamic. * Cache append/merge archive lookups. * Close stream after reading compressed ARL. * Fix UMM/HMM ARL file path inconsistency.
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@@ -308,7 +308,7 @@ SWA_API uint32_t XamContentCreateEx(uint32_t dwUserIndex, const char* szRootName
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if (pContentData->dwContentType == XCONTENTTYPE_SAVEDATA)
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{
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std::u8string savePathU8 = GetSavePath().u8string();
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std::u8string savePathU8 = GetSavePath(true).u8string();
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root = (const char *)(savePathU8.c_str());
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}
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else if (pContentData->dwContentType == XCONTENTTYPE_DLC)
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