361 lines
13 KiB
C
Raw Normal View History

//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $NoKeywords: $
//===========================================================================//
#ifndef CVAR_H
#define CVAR_H
#include "vstdlib/concommandhash.h"
#include "tier1/utlmap.h"
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
/* ==== CCVAR =========================================================================================================================================================== */
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCvarUtilities
{
public:
//bool IsCommand(const CCommand& args);
// Writes lines containing "set variable value" for all variables
// with the archive flag set to true.
//void WriteVariables(CUtlBuffer& buff, bool bAllVars);
// Returns the # of cvars with the server flag set.
int CountVariablesWithFlags(int flags);
// Enable cvars marked with FCVAR_DEVELOPMENTONLY
void EnableDevCvars();
// Lists cvars to console
void CvarList(const CCommand& args);
// Prints help text for cvar
void CvarHelp(const CCommand& args);
// Revert all cvar values
//void CvarRevert(const CCommand& args);
// Revert all cvar values
void CvarDifferences(const CCommand& args);
// Toggles a cvar on/off, or cycles through a set of values
//void CvarToggle(const CCommand& args);
// Finds commands with a specified flag.
void CvarFindFlags_f(const CCommand& args);
int CvarFindFlagsCompletionCallback(const char* partial, char commands[COMMAND_COMPLETION_MAXITEMS][COMMAND_COMPLETION_ITEM_LENGTH]);
private:
// just like Cvar_set, but optimizes out the search
//void SetDirect(ConVar* var, const char* value);
//bool IsValidToggleCommand(const char* cmd);
};
extern CCvarUtilities* cv;
class CCvar : public CBaseAppSystem< ICvar >
{ // Implementation in engine.
public:
unordered_map<string, ConCommandBase*> DumpToMap(void);
protected:
enum ConVarSetType_t
{
CONVAR_SET_STRING = 0,
CONVAR_SET_INT,
CONVAR_SET_FLOAT,
};
struct QueuedConVarSet_t
{
ConVar* m_pConVar;
ConVarSetType_t m_nType;
int m_nInt;
float m_flFloat;
CUtlString m_String;
};
class CCVarIteratorInternal : public ICVarIteratorInternal
{
public:
virtual void SetFirst(void) = 0;
virtual void Next(void) = 0;
virtual bool IsValid(void) = 0;
virtual ConCommandBase* Get(void) = 0;
virtual ~CCVarIteratorInternal() { }
CCvar* const m_pOuter = nullptr;
CConCommandHash* const m_pHash = nullptr;
CConCommandHash::CCommandHashIterator_t m_hashIter;
};
virtual CCVarIteratorInternal* FactoryInternalIterator(void) = 0;
friend class CCVarIteratorInternal;
friend class CCvarUtilities;
private:
CUtlVector< FnChangeCallback_t > m_GlobalChangeCallbacks;
2022-08-14 18:33:37 +02:00
char pad0[30]; //!TODO:
int m_nNextDLLIdentifier;
ConCommandBase* m_pConCommandList;
CConCommandHash m_CommandHash;
2022-08-14 18:33:37 +02:00
CUtlVector<void*> m_Unknown;
char pad2[32];
void* m_pCallbackStub;
void* m_pAllocFunc;
char pad3[16];
CUtlVector< QueuedConVarSet_t > m_QueuedConVarSets;
bool m_bMaterialSystemThreadSetAllowed;
};
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
///////////////////////////////////////////////////////////////////////////////
extern CCvar* g_pCVar;
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
/* ==== CONVAR ========================================================================================================================================================== */
//-----------------------------------------------------------------------------
// Purpose: A console variable
//-----------------------------------------------------------------------------
class ConVar : public ConCommandBase, public IConVar
{
friend class CCvar;
friend class ConVarRef;
public:
static ConVar* StaticCreate(const char* pszName, const char* pszDefaultValue, int nFlags, const char* pszHelpString,
bool bMin, float fMin, bool bMax, float fMax, FnChangeCallback_t pCallback, const char* pszUsageString);
void Destroy(void);
ConVar(void);
virtual ~ConVar(void) { };
2023-05-03 23:59:33 +02:00
FORCEINLINE bool GetBool(void) const;
FORCEINLINE float GetFloat(void) const;
FORCEINLINE double GetDouble(void) const;
FORCEINLINE int GetInt(void) const;
FORCEINLINE Color GetColor(void) const;
FORCEINLINE const char* GetString(void) const;
void SetMax(float flMaxValue);
void SetMin(float flMinValue);
bool GetMin(float& flMinValue) const;
bool GetMax(float& flMaxValue) const;
float GetMinValue(void) const;
float GetMaxValue(void) const;
bool HasMin(void) const;
bool HasMax(void) const;
void SetValue(int nValue);
void SetValue(float flValue);
void SetValue(const char* pszValue);
void SetValue(Color clValue);
virtual void InternalSetValue(const char* pszValue) = 0;
virtual void InternalSetFloatValue(float flValue) = 0;
virtual void InternalSetIntValue(int nValue) = 0;
void InternalSetColorValue(Color value);
virtual __int64 Unknown0(unsigned int a2) = 0;
virtual __int64 Unknown1(const char* a2) = 0;
void Revert(void);
virtual bool ClampValue(float& flValue) = 0;
const char* GetDefault(void) const;
void SetDefault(const char* pszDefault);
bool SetColorFromString(const char* pszValue);
virtual void ChangeStringValue(const char* pszTempValue) = 0;
virtual void CreateInternal(const char* pszName, const char* pszDefaultValue, int nFlags, const char* pszHelpString,
bool bMin, float fMin, bool bMax, float fMax, FnChangeCallback_t pCallback, const char* pszUsageString) = 0;
void InstallChangeCallback(FnChangeCallback_t callback, bool bInvoke);
void RemoveChangeCallback(FnChangeCallback_t callback);
struct CVValue_t
{
char* m_pszString;
size_t m_iStringLength;
float m_fValue;
int m_nValue;
};
ConVar* m_pParent; //0x0048
const char* m_pszDefaultValue; //0x0050
CVValue_t m_Value; //0c0058
bool m_bHasMin; //0x0070
float m_fMinVal; //0x0074
bool m_bHasMax; //0x0078
float m_fMaxVal; //0x007C
CUtlVector<FnChangeCallback_t> m_fnChangeCallbacks; //0x0080
}; //Size: 0x00A0
static_assert(sizeof(ConVar) == 0xA0);
2023-05-03 23:59:33 +02:00
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a boolean.
// Output : bool
//-----------------------------------------------------------------------------
FORCEINLINE bool ConVar::GetBool(void) const
{
return !!GetInt();
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a float.
// Output : float
//-----------------------------------------------------------------------------
FORCEINLINE float ConVar::GetFloat(void) const
{
return m_pParent->m_Value.m_fValue;
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a double.
// Output : double
//-----------------------------------------------------------------------------
FORCEINLINE double ConVar::GetDouble(void) const
{
return static_cast<double>(m_pParent->m_Value.m_fValue);
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as an integer.
// Output : int
//-----------------------------------------------------------------------------
FORCEINLINE int ConVar::GetInt(void) const
{
return m_pParent->m_Value.m_nValue;
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a color.
// Output : Color
//-----------------------------------------------------------------------------
FORCEINLINE Color ConVar::GetColor(void) const
{
unsigned char* pColorElement = (reinterpret_cast<unsigned char*>(&m_pParent->m_Value.m_nValue));
return Color(pColorElement[0], pColorElement[1], pColorElement[2], pColorElement[3]);
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a string.
// Output : const char *
//-----------------------------------------------------------------------------
FORCEINLINE const char* ConVar::GetString(void) const
{
if (m_nFlags & FCVAR_NEVER_AS_STRING)
{
return "FCVAR_NEVER_AS_STRING";
}
char const* str = m_pParent->m_Value.m_pszString;
return str ? str : "";
}
//-----------------------------------------------------------------------------
// Purpose: Console variable flags container for tools
//-----------------------------------------------------------------------------
class ConVarFlags
{
public:
ConVarFlags();
void SetFlag(const int nFlag, const char* szDesc, const char* szShortDesc);
struct FlagDesc_t
{
int bit;
const char* desc;
const char* shortdesc;
};
CUtlMap<const char*, int> m_StringToFlags;
FlagDesc_t m_FlagsToDesc[30];
int m_Count;
};
extern ConVarFlags g_ConVarFlags;
///////////////////////////////////////////////////////////////////////////////
bool ConVar_ParseFlagString(const char* pszFlags, int& nFlags, const char* pszConVarName = "<<unspecified>>");
void ConVar_PrintDescription(ConCommandBase* pVar);
/* ==== CONVAR ========================================================================================================================================================== */
inline CMemory p_ConVar_Register;
inline void*(*v_ConVar_Register)(ConVar* thisptr, const char* szName, const char* szDefaultValue, int nFlags, const char* szHelpString, bool bMin, float fMin, bool bMax, float fMax, FnChangeCallback_t pCallback, const char* pszUsageString);
inline CMemory p_ConVar_Unregister;
inline void(*v_ConVar_Unregister)(ConVar* thisptr);
inline CMemory p_ConVar_IsFlagSet;
inline bool(*v_ConVar_IsFlagSet)(ConVar* pConVar, int nFlag);
inline CMemory p_ConVar_PrintDescription;
inline void*(*v_ConVar_PrintDescription)(ConCommandBase* pVar);
inline ConVar* g_pConVarVBTable;
inline IConVar* g_pConVarVFTable;
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 VCVar : public IDetour
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
{
virtual void GetAdr(void) const
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
{
LogConAdr("ConCommand::`vftable'", reinterpret_cast<uintptr_t>(g_pConCommandVFTable));
LogConAdr("ConVar::`vbtable'", reinterpret_cast<uintptr_t>(g_pConVarVBTable));
LogConAdr("ConVar::`vftable'", reinterpret_cast<uintptr_t>(g_pConVarVFTable));
LogFunAdr("ConVar::Register", p_ConVar_Register.GetPtr());
LogFunAdr("ConVar::Unregister", p_ConVar_Unregister.GetPtr());
LogFunAdr("ConVar::IsFlagSet", p_ConVar_IsFlagSet.GetPtr());
LogFunAdr("ConVar_PrintDescription", p_ConVar_PrintDescription.GetPtr());
LogVarAdr("g_pCVar", reinterpret_cast<uintptr_t>(g_pCVar));
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
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_ConVar_Register = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 83 EC 30 F3 0F 10 44 24 ??");
p_ConVar_Unregister = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8B 59 58 48 8D 05 ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_ConVar_Register = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 40 F3 0F 10 84 24 ?? ?? ?? ??");
p_ConVar_Unregister = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B 79 58");
#endif
p_ConVar_IsFlagSet = g_GameDll.FindPatternSIMD("48 8B 41 48 85 50 38");
p_ConVar_PrintDescription = g_GameDll.FindPatternSIMD("B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B 01 48 89 9C 24 ?? ?? ?? ??");
v_ConVar_IsFlagSet = p_ConVar_IsFlagSet.RCast<bool (*)(ConVar*, int)>();
v_ConVar_Register = p_ConVar_Register.RCast<void* (*)(ConVar*, const char*, const char*, int, const char*, bool, float, bool, float, FnChangeCallback_t, const char*)>();
v_ConVar_Unregister = p_ConVar_Unregister.RCast<void (*)(ConVar*)>();
v_ConVar_PrintDescription = p_ConVar_PrintDescription.RCast<void* (*)(ConCommandBase*)>();
}
virtual void GetVar(void) const
{
g_pCVar = g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 05 ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ?? 48 85 C0 48 89 15")
.FindPatternSelf("48 8D 0D", CMemory::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CCvar*>();
//g_pCVar = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 83 3D ?? ?? ?? ?? ?? 48 8B D9 74 09") // Actual CCvar, above is the vtable ptr.
//.FindPatternSelf("48 83 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x8).RCast<CCvar*>();
}
virtual void GetCon(void) const
{
g_pConVarVBTable = g_GameDll.GetVirtualMethodTable(".?AVConVar@@", 0).RCast<ConVar*>();
g_pConVarVFTable = g_GameDll.GetVirtualMethodTable(".?AVConVar@@", 1).RCast<IConVar*>();
}
virtual void Attach(void) const;
virtual void Detach(void) const;
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
};
///////////////////////////////////////////////////////////////////////////////
#endif // CVAR_H