r5sdk/r5dev/squirrel/sqapi.h

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#pragma once
namespace
{
/* ==== SQUIRREL ======================================================================================================================================================== */
ADDRESS p_sq_pushbool = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x33\xC0\x48\xC7\x44\x24\x20\x08\x00\x00\x01\x48", "xxxxxxxxxxxxxxxx");
void (*sq_pushbool)(void* sqvm, int val) = (void (*)(void*, int))p_sq_pushbool.GetPtr(); /*48 83 EC 38 33 C0 48 C7 44 24 20 08 00 00 01 48*/
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
ADDRESS p_sq_pushstring = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x56\x48\x83\xEC\x30\x48\x8B\xF1\x48\x85\xD2\x0F\x84\x8C\x00", "xxxxxxxxxxxxxxxx");
void (*sq_pushstring)(void* sqvm, const char* string, int len) = (void (*)(void*, const char*, int))p_sq_pushstring.GetPtr(); /*40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8C 00*/
#elif defined (GAMEDLL_S3)
ADDRESS p_sq_pushstring = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x56\x48\x83\xEC\x30\x48\x8B\xF1\x48\x85\xD2\x0F\x84\x8F\x00", "xxxxxxxxxxxxxxxx");
void (*sq_pushstring)(void* sqvm, const char* string, int len) = (void (*)(void*, const char*, int))p_sq_pushstring.GetPtr(); /*40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8F 00*/
#endif
ADDRESS p_sq_pushinteger = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x33\xC0\x48\xC7\x44\x24\x20\x02\x00\x00\x05\x48", "xxxxxxxxxxxxxxxx");
void (*sq_pushinteger)(void* sqvm, int val) = (void (*)(void*, int))p_sq_pushinteger.GetPtr(); /*48 83 EC 38 33 C0 48 C7 44 24 20 02 00 00 05 48*/
2022-03-28 02:19:54 +02:00
ADDRESS p_sq_pushconstant = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x30\x4C\x8B", "xxxx?xxxx?xxxx?xxxxxxx");
void (*sq_pushconstant)(void* sqvm, const char* name, int val) = (void (*)(void*, const char*, int))p_sq_pushconstant.GetPtr(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 30 4C 8B*/
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
ADDRESS p_sq_newarray = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x08\x57\x48\x83\xEC\x30\x48\x8B\xD9\x48\xC7\x44\x24\x20\x40", "xxxxxxxxxxxxxxxxxxx");
void (*sq_newarray)(void* sqvm, int size) = (void (*)(void*, int))p_sq_newarray.GetPtr(); /*48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 40*/
ADDRESS p_sq_arrayappend = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x20\x8B\x41\x00\x48\x8B\xD9\x2B\x41\x00\x83\xF8\x02\x7D", "xxxxxxxx?xxxxx?xxxx");
void (*sq_arrayappend)(void* sqvm, int idx) = (void (*)(void*, int))p_sq_arrayappend.GetPtr(); /*40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D*/
ADDRESS p_sq_newtable = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x08\x57\x48\x83\xEC\x30\x48\x8B\xD9\x48\xC7\x44\x24\x20\x20", "xxxxxxxxxxxxxxxxxxx");
void (*sq_newtable)(void* sqvm) = (void (*)(void*))p_sq_newtable.GetPtr(); /*48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 20*/
ADDRESS p_sq_newslot = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x30\x44\x8B\x49\x00\x48\x8B\xD9\x41\x8B\xC1", "xxxxxxxxx?xxxxxx");
void (*sq_newslot)(void* sqvm, int idx) = (void (*)(void*, int))p_sq_newslot.GetPtr(); /*40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D*/
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
ADDRESS p_sq_pushstructure = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x4C\x89\x4C\x24\x00\x55\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8B\xEC", "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxx");
void (*sq_pushstructure)(void* sqvm, const char* name, const char* member, const char* codeclass1, const char* codeclass2) = (void (*)(void*, const char*, const char*, const char*, const char*))p_sq_pushstructure.GetPtr(); /*48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 4C 89 4C 24 ? 55 41 54 41 55 41 56 41 57 48 8B EC*/
#elif defined (GAMEDLL_S3)
ADDRESS p_sq_pushstructure = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x55\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8B\xEC\x48\x83\xEC\x60\x48\x8B\x59\x60", "xxxx?xxxx?xxxx?xxxxxxxxxxxxxxxxxxxx");
void (*sq_pushstructure)(void* sqvm, const char* name, const char* member, const char* codeclass1, const char* codeclass2) = (void (*)(void*, const char*, const char*, const char*, const char*))p_sq_pushstructure.GetPtr(); /*48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 55 41 54 41 55 41 56 41 57 48 8B EC 48 83 EC 60 48 8B 59 60*/
#endif
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
///////////////////////////////////////////////////////////////////////////////
char* hsq_getstring(void* sqvm, int i);
int hsq_getinteger(void* sqvm, int i);
void hsq_pushbool(void* sqvm, int val);
void hsq_pushstring(void* sqvm, const char* string, int len);
void hsq_pushinteger(void* sqvm, int val);
2022-03-28 02:25:04 +02:00
void hsq_pushconstant(void* sqvm, const char* name, int val);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
void hsq_newarray(void* sqvm, int size);
void hsq_arrayappend(void* sqvm, int idx);
void hsq_newtable(void* sqvm);
void hsq_newslot(void* sqvm, int idx);
void hsq_pushstructure(void* sqvm, const char* name, const char* member, const char* codeclass1, const char* codeclass2);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
void SQAPI_Attach();
void SQAPI_Detach();
typedef int SQRESULT;
#define SQ_OK (1)
#define SQ_ERROR (-1)
#define SQ_FAILED(res) (res<0)
#define SQ_SUCCEEDED(res) (res>=0)
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////////
class HSqapi : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: sq_pushbool : 0x" << std::hex << std::uppercase << p_sq_pushbool.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_pushstring : 0x" << std::hex << std::uppercase << p_sq_pushstring.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_pushinteger : 0x" << std::hex << std::uppercase << p_sq_pushinteger.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_pushconstant : 0x" << std::hex << std::uppercase << p_sq_pushconstant.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_newarray : 0x" << std::hex << std::uppercase << p_sq_newarray.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_arrayappend : 0x" << std::hex << std::uppercase << p_sq_arrayappend.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_newtable : 0x" << std::hex << std::uppercase << p_sq_newtable.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_newslot : 0x" << std::hex << std::uppercase << p_sq_newslot.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: sq_pushstructure : 0x" << std::hex << std::uppercase << p_sq_pushstructure.GetPtr() << std::setw(npad) << " |" << std::endl;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HSqapi);