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Pak loader redesign + DD2 pak loading fix - #1830
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* Pak loader redesign + DD2 pak loading fix (praydog#1830) * Deps: Update kananlib * IntegrityCheckBypass: Fix load_patch_func not getting found * Pak loading: Derive flags by reading pak from disk instead of register * Deps: Update kananlib * SDK: Fix sdk::memory::allocate/deallocate on newer games * Pak loading: WIP redesign * SDK: Make allocate/deallocate return early if not found * Pak loading: Remove unused ver redirect code and simplify the pipeline * Pak loading: Move globals/statics to header file, class scope * Deps: Update kananlib (possible fix for praydog#1827, hang/deadlock issue) * Fix collapsed Hooked Methods window (praydog#1833) ImGui windows require an End() for every Begin(), whether or not the window's contents are visible, but the Hooked Methods window would only End if the window wasn't collapsed * Fix signed E9 displacement in HookManager (praydog#1840) --------- Co-authored-by: praydog <2909949+praydog@users.noreply.github.com> Co-authored-by: praydog <praydog@praydog.com> Co-authored-by: Vaeux <123985499+Vaeux@users.noreply.github.com> Co-authored-by: kassent <wangzhengzewzz@gmail.com>
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Redesigns the pak loading system to manually call the pak load function for our
pak_modsfolder paks, injecting them after the game loads everything instead of trying to increase the version count.In DD2,
/Environment/Package/Remastered:falsecommand line parameter was added. When this is set, patch paks load again. Otherwise, they don't. This change gets around needing to set that, so the patch pak loading path is not actually needed at all, fixing it for DD2.Also fixes the pattern for DD2's decryption end to allow unencrypted paks to load again.