r5sdk/r5dev/bsplib/bsplib.cpp

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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
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "datacache/mdlcache.h"
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#include "common/pseudodefs.h"
#include "materialsystem/cmaterialglue.h"
#include "engine/host_state.h"
#include "engine/modelloader.h"
#include "bsplib/bsplib.h"
//__int64 __fastcall BuildPropStaticFrustumCullMap(__int64 a1, __int64 a2, unsigned int a3, unsigned int a4, __int64 a5, __int64 a6, __int64 a7)
//{
// if (staticProp_defaultBuildFrustum->GetBool())
// return v_BuildPropStaticFrustumCullMap(a1, a2, a3, a4, a5, a6, a7);
//
// float v9; // xmm6_4
// char v10; // r13
// double v11; // xmm7_8
// __int64 v12; // rsi
// MDLHandle_t mdlhandle; // dx
// studiohdr_t* studio; // rbx
// unsigned __int8 v15; // r8
// const char* v16; // rax
// int v17; // eax
// char v18; // dl
// bool v19; // cc
// char v20; // al
// __int16 v21; // ax
// __int64 v22; // rax
// __m128 v23; // xmm9
// __m128 v24; // xmm10
// __m128 v25; // xmm11
// unsigned __int64 v26; // rbx
// __m128 v27; // xmm8
// __int64 v28; // rax
// __int64 v29; // rcx
// __int64 v30; // xmm1_8
// int v31; // er8
// __m128i v32; // xmm0
// __int64 v33; // rcx
// unsigned __int64 v34; // rdx
// __int64 v35; // rax
// __int64 v36; // rax
// unsigned __int64 v37; // rcx
// __int64 v38; // rax
// unsigned __int64 v39; // rcx
// __int64 v40; // rax
// float v41; // xmm2_4
// studiohdr_t* v42; // rbx
// float v43; // xmm2_4
// float v44; // xmm4_4
// __m128i v45; // xmm1
// __m128i v46; // xmm2
// __m128i v47; // xmm3
// unsigned int v48; // eax
// float v49; // xmm0_4
// float v50; // xmm2_4
// float v51; // xmm1_4
// float v52; // xmm2_4
// unsigned __int8 v53; // si
// __int64 v54; // rax
// __int64 v55; // rcx
// int v56; // eax
// __int64 v57; // rcx
// int v58; // edx
// __int64 v59; // rax
// __int64 v60; // r13
// int v61; // eax
// char* v62; // r13
// __int64 v63; // rdx
// int v64; // er14
// char* v65; // rdi
// __int64 v66; // r13
// __int64 v67; // r15
// void* v68; // rbx
// int32_t v69; // rcx
// __int64 result; // rax
// __m128i v71; // [rsp+38h] [rbp-D0h] BYREF
// __int64 v72{}; // [rsp+48h] [rbp-C0h]
// __int64 v73; // [rsp+50h] [rbp-B8h]
// __m128 v74; // [rsp+58h] [rbp-B0h] BYREF
// __int64 v75{}; // [rsp+68h] [rbp-A0h]
// __int64 v76; // [rsp+78h] [rbp-90h]
// __m128 v77[3]; // [rsp+88h] [rbp-80h] BYREF
// char Destination[376]; // [rsp+B8h] [rbp-50h] BYREF
// __int64 v79; // [rsp+278h] [rbp+170h]
// int v82; // [rsp+288h] [rbp+180h]
// int v83; // [rsp+290h] [rbp+188h]
// studiohdr_t* v84; // [rsp+298h] [rbp+190h]
// __int64 v85; // [rsp+2A8h] [rbp+1A0h]
//
// v9 = 1.0f;
// v10 = a4;
// *(_QWORD*)(a1 + 20) = *(_QWORD*)a5;
// *(_DWORD*)(a1 + 28) = *(_DWORD*)(a5 + 8);
// *(_DWORD*)(a1 + 8) = a4;
// *(_QWORD*)&v11 = *(unsigned int*)(a5 + 24);
// v12 = a4 >> 1;
// *(float*)(a1 + 12) = 1.0f / (float)(*(float*)&v11 * *(float*)&v11);
// mdlhandle = *(unsigned __int16*)(a7 + 0x140);
// *(MDLHandle_t*)a1 = mdlhandle;
// studio = CMDLCache::FindMDL(g_MDLCache, mdlhandle, nullptr);
// v84 = studio;
// if ((studio->flags & STUDIOHDR_FLAGS_STATIC_PROP) == 0 && (*dword_1696A9D20) < 0x64)
// ++(*dword_1696A9D20);
// v15 = *(_BYTE*)(a5 + 30);
// if (v15 > 2u && (unsigned __int8)(v15 - 6) > 2u)
// {
// v16 = (const char*)(*((__int64(__fastcall**)(CModelLoader**, __int64))g_pModelLoader + 4))(&g_pModelLoader, a7);
// strncpy(Destination, v16, 0x104ui64);
// v15 = 0;
// }
// v17 = *(unsigned __int8*)(a5 + 32);
// *(_BYTE*)(a1 + 4) = v17;
// v18 = v17;
// v19 = v17 < studio->numskinfamilies;
// *(_BYTE*)(a1 + 5) = v15;
// if (!v19)
// v18 = 0;
// *(_BYTE*)(a1 + 4) = v18;
// v20 = *(_BYTE*)(a5 + 31);
// if ((v20 & 4) != 0)
// {
// v15 |= 0x40u;
// *(_BYTE*)(a1 + 5) = v15;
// v20 = *(_BYTE*)(a5 + 31);
// }
// if ((v20 & 8) != 0)
// {
// v15 |= 0x20u;
// *(_BYTE*)(a1 + 5) = v15;
// v20 = *(_BYTE*)(a5 + 31);
// }
// if ((v20 & 0x30) != 16)
// *(_BYTE*)(a1 + 5) = v15 | 0x10;
// v21 = 0;
// if (*(_WORD*)(a5 + 34) != 0xFFFF)
// v21 = *(_WORD*)(a5 + 34);
// *(_WORD*)(a1 + 2) = v21;
// sub_1404365A0(v77, (const __m128i*)a5, (__m128i*)(a5 + 12), v11);
// v22 = *qword_141744EA8;
// v23 = v77[0];
// v24 = v77[1];
// v25 = v77[2];
// v26 = (unsigned __int64)(unsigned int)v12 << 6;
// *(__m128*)(v26 + (*qword_141744EA8)) = v77[0];
// *(__m128*)(v26 + v22 + 16) = v24;
// *(__m128*)(v26 + v22 + 32) = v25;
// __m128i m2 = { 0 };
// __m128i m3 = { 0 };
// v74 = _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(_mm_unpacklo_epi8(_mm_cvtsi32_si128(*(_DWORD*)(a5 + 52)), m2), m3)), (*xmmword_1415BD270));
// v27 = sub_140270130(&v74);
// *(__m128*)(v26 + (*qword_141744EA8) + 48) = v27;// DIFF 1
// (*((void(__fastcall**)(void**, __int64, __m128i*, __int8*)) * (void**)off_141731448 + 10))(&*(void**)off_141731448, a7, &v71, &v71.m128i_i8[12]);
// sub_14028F170((__int64)&v74, (__int64)&v74.m128_i64[1] + 4, v77, &v71, (const __m128i*) & v71.m128i_i8[12]);
// v28 = *qword_141744EA0;
// v29 = 3 * v12;
// v30 = v75;
// *(__m128*)((*qword_141744EA0) + 8 * v29) = v74;
// *(_QWORD*)(v28 + 8 * v29 + 16) = v30;
// if ((v10 & 1) != 0)
// {
// v31 = *dword_141744EBC;
// v32 = v71;
// *(_DWORD*)a2 = *(_DWORD*)(a6 + 48);
// *(_DWORD*)(a2 + 4) = *(_DWORD*)(a6 + 52);
// *(_QWORD*)(a2 + 8) = 0i64;
// v33 = 3i64 * (unsigned int)(v31 + v12);
// v34 = (unsigned __int64)(unsigned int)(v31 + v12) << 6;
// v35 = *qword_141744EA0;
// *(__m128i*)((*qword_141744EA0) + 8 * v33) = v32;
// *(_QWORD*)(v35 + 8 * v33 + 16) = v72;
// v36 = *qword_141744EA8;
// v37 = (unsigned __int64)(unsigned int)(v12 + 2 * v31) << 6;
// *(__m128*)(v34 + (*qword_141744EA8)) = v23;
// *(__m128*)(v34 + v36 + 16) = v24;
// *(__m128*)(v34 + v36 + 32) = v25;
// *(__m128*)(v34 + (*qword_141744EA8) + 48) = v27;
// v38 = *qword_141744EA8;
// *(__m128*)(v37 + (*qword_141744EA8)) = v23;
// *(__m128*)(v37 + v38 + 16) = v24;
// *(__m128*)(v37 + v38 + 32) = v25;
// *(__m128*)(v37 + (*qword_141744EA8) + 48) = v27;
// v39 = (unsigned __int64)(unsigned int)(v31 + v12 + 2 * v31) << 6;
// *(__m128*)(v39 + (*qword_141744EA8) + 48) = v27;
// v40 = *qword_141744EA8;
// *(__m128*)(v39 + (*qword_141744EA8)) = *(__m128*)a6; //*(_OWORD*)(v39 + qword_141744EA8) = *(_OWORD*)a6;
// *(__m128*)(v39 + v40 + 16) = *(__m128*)(a6 + 16); //*(_OWORD*)(v39 + v40 + 16) = *(_OWORD*)(a6 + 16);
// *(__m128*)(v39 + v40 + 32) = *(__m128*)(a6 + 32); //*(__m128*)(v40 + v41 + 32) = *(__m128*)(a6 + 32);
// }
// v41 = *(float*)(a5 + 36);
// v42 = v84;
// if (v41 <= 0.0f)
// {
// if ((v84->flags & STUDIOHDR_FLAGS_NO_FORCED_FADE) != 0)
// {
// v41 = 227023.36f;
// }
// else
// {
// v43 = v84->fadeDist;
// if (v43 <= 0.0f)
// v41 = fmaxf(
// (float)((float)(sqrtf(
// (float)((float)((float)(*(float*)v71.m128i_i32 - *(float*)&v71.m128i_i32[3]) * (float)(*(float*)v71.m128i_i32 - *(float*)&v71.m128i_i32[3]))
// + (float)((float)(*(float*)&v71.m128i_i32[1] - *(float*)&v72) * (float)(*(float*)&v71.m128i_i32[1] - *(float*)&v72)))
// + (float)((float)(*(float*)&v71.m128i_i32[2] - *((float*)&v72 + 1)) * (float)(*(float*)&v71.m128i_i32[2] - *((float*)&v72 + 1))))
// * 0.5)
// * *(float*)&v11)
// * model_defaultFadeDistScale->GetFloat(),
// model_defaultFadeDistMin->GetFloat());
// else
// v41 = v43 * *(float*)&v11;
// }
// }
// v44 = fmaxf(v41, 100.0f);
// *(float*)(a1 + 16) = v44 * v44; // <-- Data written here is incorrect [v41 used in the 'fmaxf' operation is most likely computed wrong]!
// v45 = _mm_castps_si128(_mm_load_ss(&v84->gatherSize));
// if (*(float*)v45.m128i_i32 <= 0.0f)
// {
// LOWORD(v48) = 0;
// }
// else
// {
// *(float*)v45.m128i_i32 = *(float*)v45.m128i_i32 * *(float*)v45.m128i_i32;
// v46 = v45;
// *(float*)v46.m128i_i32 = fmaxf(*(float*)v45.m128i_i32, 1.0004883f);
// v47 = v46;
// *(float*)v47.m128i_i32 = fminf(*(float*)v46.m128i_i32, 4293918700.0f);
// v48 = (unsigned int)(_mm_cvtsi128_si32(v47) - 1065351168) >> 12;
// }
// *(_WORD*)(a1 + 6) = v48; // <-- DEBUG!
// v49 = *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1) + 8) - *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1) + 20);
// v50 = *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1) + 4) - *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1) + 16);
// v51 = *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1)) - *(float*)((*qword_141744EA0) + 24 * ((unsigned __int64)*(unsigned int*)(a1 + 8) >> 1) + 12);
// v52 = (float)((float)(v50 * v50) + (float)(v51 * v51)) + (float)(v49 * v49);
// if (v44 >= 227023.363449684f)
// v9 = staticProp_no_fade_scalar->GetFloat();
// v53 = 0;
// *(float*)((*qword_141744E88) + 8i64 * a3) = v9 * (float)(1.0f / (float)(v52 * staticProp_gather_size_weight->GetFloat()));
// v54 = *qword_141744E88;
// *(_BYTE*)((*qword_141744E88) + 8i64 * a3 + 4) &= 0xFEu;
// *(_BYTE*)(v54 + 8i64 * a3 + 4) |= v44 >= 227023.363449684f;
// v55 = (__int64)CMDLCache::GetStudioMaterialGlue(g_MDLCache, *(unsigned __int16*)(a7 + 320)); // Gets some object containing pointer to 2 CMaterialGlue vtables.
// v56 = *(unsigned __int16*)(a5 + 0x20);
// v76 = *(__int64*)v55;
// v57 = (__int64)v84 + 2 * v56 * v84->numskinref + v84->skinindex;
// v58 = 0;
// v85 = v57;
// v83 = 0;
// if (v84->numbodyparts <= 0)
// return 0i64;
// v59 = 0i64;
// v73 = 0i64;
// do
// {
// v60 = v59 + v42->bodypartindex;
// v61 = 0;
// v62 = (char*)v42 + v60;
// v82 = 0;
// v74.m128_u64[0] = (unsigned __int64)v62;
// if (*((int*)v62 + 1) > 0)
// {
// v63 = 0i64;
// v79 = 0i64;
// do
// {
// v64 = 0;
// v65 = &v62[v63 + *((int*)v62 + 3)];
// if (*((int*)v65 + 19) > 0)
// {
// v66 = v76;
// v67 = 0i64;
// do
// {
// v68 = *(void**)(v66 + 8i64 * *(__int16*)(v57 + 2i64 * *(int*)(v67 + *(int*)(v65 + 80) + v65)));
// if (!(*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 688i64))(v68))
// {
// if (!(*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 256i64))(v68) && (*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 248i64))(v68))
// {
// v69 = 0;
// if (*dword_141744EE8)
// {
// // Compares equality of pointers to the CMaterial object
// // between the current offset [v69] in the CStaticPropMgr buffer
// // and that of v68 (obtained via operation in parent loop).
//
// while (*(&*(void**)off_141744E70 + v69 + 16) != v68)
// {
// v69++;// = (unsigned int)(v69 + 1);
//
// if (static_cast<int32_t>(v69) >= *dword_141744EE8)
// goto LABEL_42;
// }
// }
// else
// {
// LABEL_42:
// *(&*(void**)off_141744E70 + (*dword_141744EE8)++ + 16) = v68;
// }
// }
// if ((*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 168i64))(v68) && (*(unsigned int(__fastcall**)(void*, __int64))(*(_QWORD*)v68 + 144i64))(v68, 1i64))
// *(_BYTE*)(a1 + 5) |= 0x80u;
// if (!(*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 384i64))(v68) && (*(unsigned int(__fastcall**)(void*, __int64))(*(_QWORD*)v68 + 144i64))(v68, 21844i64))
// v53 |= 2u;
// v53 |= (*(unsigned __int8(__fastcall**)(void*))(*(_QWORD*)v68 + 384i64))(v68) != 0;
// }
// v57 = v85;
// ++v64;
// v67 += 92i64;
// } while (v64 < *((_DWORD*)v65 + 19));
// v62 = (char*)v74.m128_u64[0];
// v61 = v82;
// v63 = v79;
// }
// ++v61;
// v63 += 136i64;
// v82 = v61;
// v79 = v63;
// } while (v61 < *((_DWORD*)v62 + 1));
// v42 = v84;
// v58 = v83;
// }
// ++v58;
// v59 = v73 + 16;
// v83 = v58;
// v73 += 16i64;
// } while (v58 < v42->numbodyparts);
// result = v53;
// if (v53)
// *(_BYTE*)(a1 + 5) &= 0x7Fu;
// return result;
//}
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
//-----------------------------------------------------------------------------
// Purpose: calculates the view frustum culling data per static prop
//-----------------------------------------------------------------------------
__int64 __fastcall BuildPropStaticFrustumCullMap(__int64 a1, __int64 a2, unsigned int a3, unsigned int a4, __int64 a5, __int64 a6, __int64 a7)
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
{
if (staticProp_defaultBuildFrustum->GetBool())
return v_BuildPropStaticFrustumCullMap(a1, a2, a3, a4, a5, a6, a7);
MDLHandle_t mdlhandle; // dx
studiohdr_t* studio; // rbx
__int64 v55; // rcx
int v56; // eax
__int64 v57; // rcx
int v58; // edx
__int64 v59; // rax
__int64 v60; // r13
int v61; // eax
char* v62; // r13
__int64 v63; // rdx
int v64; // er14
char* v65; // rdi
__int64 v67; // r15
void* v68; // rbx
__int64 v73; // [rsp+50h] [rbp-B8h]
__m128 v74{}; // [rsp+58h] [rbp-B0h] BYREF
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
mdlhandle = *(unsigned __int16*)(a7 + 0x140);
studio = CMDLCache::FindMDL(g_MDLCache, mdlhandle, nullptr);
v55 = *(__int64*)CMDLCache::GetStudioMaterialGlue(g_MDLCache, *(unsigned __int16*)(a7 + 320)); // Gets some object containing pointer to 2 CMaterialGlue vtables.
v56 = *(unsigned __int16*)(a5 + 0x20);
v57 = (__int64)studio + 2 * v56 * studio->numskinref + studio->skinindex;
v58 = 0;
if (studio->numbodyparts <= 0)
return 0i64;
v59 = 0i64;
v73 = 0i64;
do
{
v60 = v59 + studio->bodypartindex;
v61 = 0;
v62 = (char*)studio + v60;
v74.m128_u64[0] = (unsigned __int64)v62;
if (*((int*)v62 + 1) > 0)
{
v63 = 0i64;
do
{
v64 = 0;
v65 = &v62[v63 + *((int*)v62 + 3)];
if (*((int*)v65 + 19) > 0)
{
v67 = 0i64;
do
{
v68 = *(void**)(v55 + 8i64 * *(__int16*)(v57 + 2i64 * *(int*)(v67 + *(int*)(v65 + 80) + v65)));
// Check bounds (data could only be within the '.data' segment.
static CModule::ModuleSections_t mData = g_mGameDll.GetSectionByName(".data");
static CModule::ModuleSections_t mPData = g_mGameDll.GetSectionByName(".pdata");
if ((uintptr_t)v68 < mData.m_pSectionBase || (uintptr_t)v68 > mPData.m_pSectionBase)
return 0i64;
++v64;
v67 += 92i64;
} while (v64 < *((_DWORD*)v65 + 19));
v62 = (char*)v74.m128_u64[0];
}
++v61;
v63 += 136i64;
} while (v61 < *((_DWORD*)v62 + 1));
}
++v58;
v59 = v73 + 16;
v73 += 16i64;
} while (v58 < studio->numbodyparts);
return v_BuildPropStaticFrustumCullMap(a1, a2, a3, a4, a5, a6, a7);
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 BspLib_Attach()
{
DetourAttach((LPVOID*)&v_BuildPropStaticFrustumCullMap, &BuildPropStaticFrustumCullMap);
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 BspLib_Detach()
{
DetourDetach((LPVOID*)&v_BuildPropStaticFrustumCullMap, &BuildPropStaticFrustumCullMap);
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
}