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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
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#include "squirrel/sqtype.h"
2022-01-22 15:41:30 +01:00
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
struct SQFuncRegistration
{
const char* m_szScriptName; // 00
const char* m_szNativeName; // 08
const char* m_szHelpString; // 10
const char* m_szRetValType; // 18
const char* m_szArgTypes; // 20
std::int16_t unk28; // 28
std::int16_t padding1; // 2A
std::int32_t unk2c; // 2C
std::int64_t unk30; // 30
std::int32_t unk38; // 38
std::int32_t padding2; // 3C
std::int64_t unk40; // 40
std::int64_t unk48; // 48
std::int64_t unk50; // 50
std::int32_t unk58; // 58
std::int32_t padding3; // 5C
void* m_pFunction; // 60
SQFuncRegistration()
{
memset(this, 0, sizeof(SQFuncRegistration));
this->padding2 = 6;
}
};
namespace
{
/* ==== SQUIRREL ======================================================================================================================================================== */
ADDRESS p_SQVM_PrintFunc = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x89\x50\x10\x4C\x89\x40\x18\x4C\x89\x48\x20\x53\x56\x57\x48\x81\xEC\x30\x08\x00\x00\x48\x8B\xDA\x48\x8D\x70\x18\x48\x8B\xF9\xE8\x00\x00\x00\xFF\x48\x89\x74\x24\x28\x48\x8D\x54\x24\x30\x33", "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx???xxxxxxxxxxxx");
void* SQVM_PrintFunc = (void*)p_SQVM_PrintFunc.GetPtr(); /*48 8B C4 48 89 50 10 4C 89 40 18 4C 89 48 20 53 56 57 48 81 EC 30 08 00 00 48 8B DA 48 8D 70 18 48 8B F9 E8 ?? ?? ?? FF 48 89 74 24 28 48 8D 54 24 30 33*/
ADDRESS p_SQVM_WarningFunc = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x4C\x89\x4C\x24\x20\x44\x89\x44\x24\x18\x89\x54\x24\x10\x53\x55\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x00\x48\x8B", "xxxxxxxxxxxxxxxxxxxxxxxxxxxxx?xx");
void* (*SQVM_WarningFunc)(void* sqvm, int a2, int a3, int* nStringSize, void** ppString) = (void* (*)(void*, int, int, int*, void**))p_SQVM_WarningFunc.GetPtr(); /*4C 89 4C 24 20 44 89 44 24 18 89 54 24 10 53 55 56 57 41 54 41 55 41 56 41 57 48 83 EC ?? 48 8B*/
ADDRESS p_SQVM_ErrorFunc = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x41\x56\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xD9\x4C\x8B\xF2", "xxxx?xxxx?xxxx?xxxx?xxxxx????xxxxxx");
void* (*SQVM_ErrorFunc)(void* sqvm, const char* pszError, const char* pszFile, unsigned int nLine, int nColumn) = (void* (*)(void*, const char*, const char*, unsigned int, int))p_SQVM_ErrorFunc.GetPtr(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 81 EC ? ? ? ? 48 8B D9 4C 8B F2*/
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 defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS p_SQVM_GetErrorLine = 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\x8D\xAC\x24\x00\x00\x00\x00\x48\x81\xEC\x00\x00\x00\x00\x83\x65\x90\xFC", "xxxx?xxxx?xxxx?xxxxxxxxxxxxx????xxx????xxxx");
void* (*SQVM_GetErrorLine)(const char* pszFile, int nLine, char* pszContextBuf, int nBufLen) = (void* (*)(const char*, int, char*, int))p_SQVM_GetErrorLine.GetPtr(); /*48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 55 41 54 41 55 41 56 41 57 48 8D AC 24 ? ? ? ? 48 81 EC ? ? ? ? 83 65 90 FC*/
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_SQVM_LoadScript = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x10\x48\x89\x74\x24\x18\x48\x89\x7C\x24\x20\x48\x89\x4C\x24\x08\x55\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\x6C", "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx");
bool (*SQVM_LoadScript)(void* sqvm, const char* szScriptPath, const char* szScriptName, int nFlag) = (bool (*)(void*, const char*, const char*, int))p_SQVM_LoadScript.GetPtr(); /*48 89 5C 24 10 48 89 74 24 18 48 89 7C 24 20 48 89 4C 24 08 55 41 54 41 55 41 56 41 57 48 8D 6C*/
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS p_SQVM_GetErrorLine = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x55\x56\x48\x8D\xA8\x00\x00\x00\x00\x48\x81\xEC\x00\x00\x00\x00\x83\x65\x90\xFC", "xxxxxxxx????xxx????xxxx");
void* (*SQVM_GetErrorLine)(const char* pszFile, int nLine, char* pszContextBuf, int nBufLen) = (void* (*)(const char*, int, char*, int))p_SQVM_GetErrorLine.GetPtr(); /*48 8B C4 55 56 48 8D A8 ? ? ? ? 48 81 EC ? ? ? ? 83 65 90 FC*/
ADDRESS p_SQVM_LoadScript = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x89\x48\x08\x55\x41\x56\x48\x8D\x68", "xxxxxxxxxxxxx"); /*48 8B C4 48 89 48 08 55 41 56 48 8D 68*/
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
bool (*SQVM_LoadScript)(void* sqvm, const char* szScriptPath, const char* szScriptName, int nFlag) = (bool (*)(void*, const char*, const char*, int))p_SQVM_LoadScript.GetPtr();
#endif
ADDRESS p_SQVM_LoadRson = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x4C\x8B\xDC\x49\x89\x5B\x08\x57\x48\x81\xEC\xA0\x00\x00\x00\x33", "xxxxxxxxxxxxxxxx");
void* (*SQVM_LoadRson)(const char* szRsonName) = (void* (*)(const char*))p_SQVM_LoadRson.GetPtr(); /*4C 8B DC 49 89 5B 08 57 48 81 EC A0 00 00 00 33*/
ADDRESS p_SQVM_WarningCmd = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x30\x33\xDB\x48\x8D\x44\x24\x00\x4C\x8D\x4C\x24\x00", "xxxxxxxxxxxx?xxxx?");
void* (*SQVM_WarningCmd)(int a1, int a2) = (void* (*)(int, int))p_SQVM_WarningCmd.GetPtr(); /*40 53 48 83 EC 30 33 DB 48 8D 44 24 ?? 4C 8D 4C 24 ??*/
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_SQVM_RegisterFunc = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x45\x0F\xB6\xC8", "xxxxxxxx"); /*48 83 EC 38 45 0F B6 C8*/
void* (*SQVM_RegisterFunc)(void* sqvm, SQFuncRegistration* sqFunc, int a1) = (void* (*)(void*, SQFuncRegistration*, int))p_SQVM_RegisterFunc.GetPtr();
ADDRESS p_SQVM_CompileError = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x41\x56\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xD9\x4C\x8B\xF2", "xxxx?xxxx?xxxx?xxxx?xxxxx????xxxxxx");
void (*SQVM_CompileError)(void* sqvm, std::int64_t a2, std::int64_t a3, std::uint32_t a4, int a5) = (void(*)(void*, std::int64_t, std::int64_t, std::uint32_t, int))p_SQVM_CompileError.GetPtr();/*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 81 EC ? ? ? ? 48 8B D9 4C 8B F2*/
#if !defined (CLIENT_DLL)
ADDRESS p_SQVM_InitializeSVGlobalScriptStructs = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x30\x48\x8B\x3D\x00\x00\x00\x00\x48\x8B\xF1", "xxxx?xxxxxxxx????xxx");
void* (*SQVM_InitializeSVGlobalScriptStructs)(void* sqvm/**(+8)*/) = (void* (*)(void*))p_SQVM_InitializeSVGlobalScriptStructs.GetPtr(); /*48 89 74 24 ? 57 48 83 EC 30 48 8B 3D ? ? ? ? 48 8B F1*/
#endif // !CLIENT_DLL
#if !defined (DEDICATED)
ADDRESS p_SQVM_InitializeCLGlobalScriptStructs = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x41\x56\x48\x83\xEC\x30\x48\x63\xC2\x48\x8D\x3D\x00\x00\x00\x00", "xxxx?xxxx?xxxxxxxxxxxx????");
int (*SQVM_InitializeCLGlobalScriptStructs)(void* sqvm/**(+8)*/, SQCONTEXT context) = (int (*)(void*, SQCONTEXT))p_SQVM_InitializeCLGlobalScriptStructs.GetPtr(); /*48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC 30 48 63 C2 48 8D 3D ? ? ? ?*/
#endif // !DEDICATED
#if !defined (CLIENT_DLL) && defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS p_SQVM_CreateServerVM = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x50\x48\x8D\x0D\x00\x00\x00\x00", "xxxxxxxxx????");
bool (*SQVM_CreateServerVM)() = (bool(*)())p_SQVM_CreateServerVM.GetPtr(); /*40 53 48 83 EC 50 48 8D 0D ? ? ? ?*/
#elif !defined (CLIENT_DLL) && defined (GAMEDLL_S3) || defined (GAMEDLL_S2)
ADDRESS p_SQVM_CreateServerVM = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x56\x48\x83\xEC\x48\x48\x8D\x0D\x00\x00\x00\x00", "xxxxxxxxxx????");
bool (*SQVM_CreateServerVM)() = (bool(*)())p_SQVM_CreateServerVM.GetPtr(); /*40 53 56 48 83 EC 48 48 8D 0D ? ? ? ?*/
#endif
#if !defined (DEDICATED) && defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
ADDRESS p_SQVM_CreateClientVM = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x58\x48\x83\x3D\x00\x00\x00\x00\x00\x74\x05", "xxxxxxx?????xx");
bool (*SQVM_CreateClientVM)(void* chlclient) = (bool(*)(void*))p_SQVM_CreateClientVM.GetPtr(); /*48 83 EC 58 48 83 3D ? ? ? ? ? 74 05*/
#elif !defined (DEDICATED) && defined (GAMEDLL_S3)
ADDRESS p_SQVM_CreateClientVM = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x41\x57\x48\x83\xEC\x68\x48\x83\x3D\x00\x00\x00\x00\x00", "xxxxxxxxxxx?????");
bool (*SQVM_CreateClientVM)(void* chlclient) = (bool(*)(void*))p_SQVM_CreateClientVM.GetPtr(); /*40 53 41 57 48 83 EC 68 48 83 3D ? ? ? ? ?*/
#endif
#if !defined (DEDICATED)
ADDRESS p_SQVM_CreateUIVM = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x20\x48\x8B\x1D\x00\x00\x00\x00\xC6\x05\x00\x00\x00\x00\x00", "xxxxxxxxx????xx?????");
bool (*SQVM_CreateUIVM)() = (bool(*)())p_SQVM_CreateUIVM.GetPtr(); /*40 53 48 83 EC 20 48 8B 1D ? ? ? ? C6 05 ? ? ? ? ?*/
#endif // !DEDICATED
#if !defined (CLIENT_DLL)
ADDRESS g_pServerVM = p_SQVM_CreateServerVM.FindPatternSelf("48 89 1D", ADDRESS::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7);
#endif // !CLIENT_DLL
#if !defined (DEDICATED)
ADDRESS g_pClientVM = p_SQVM_CreateClientVM.FindPatternSelf("48 83 3D", ADDRESS::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x8);
ADDRESS g_pUIVM = p_SQVM_CreateUIVM.FindPatternSelf("48 8B 1D", ADDRESS::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7);
#endif // !DEDICATED
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* HSQVM_PrintFunc(void* sqvm, char* fmt, ...);
void* HSQVM_LoadRson(const char* szRsonName);
bool HSQVM_LoadScript(void* sqvm, const char* szScriptPath, const char* szScriptName, int nFlags);
void HSQVM_RegisterFunction(void* sqvm, const char* szName, const char* szHelpString, const char* szRetValType, const char* szArgTypes, void* pFunction);
void SQVM_Attach();
void SQVM_Detach();
///////////////////////////////////////////////////////////////////////////////
class HSQVM : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: SQVM_PrintFunc : 0x" << std::hex << std::uppercase << p_SQVM_PrintFunc.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_WarningFunc : 0x" << std::hex << std::uppercase << p_SQVM_WarningFunc.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_ErrorFunc : 0x" << std::hex << std::uppercase << p_SQVM_ErrorFunc.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_GetErrorLine : 0x" << std::hex << std::uppercase << p_SQVM_GetErrorLine.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_LoadScript : 0x" << std::hex << std::uppercase << p_SQVM_LoadScript.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_LoadRson : 0x" << std::hex << std::uppercase << p_SQVM_LoadRson.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_WarningCmd : 0x" << std::hex << std::uppercase << p_SQVM_WarningCmd.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_RegisterFunc : 0x" << std::hex << std::uppercase << p_SQVM_RegisterFunc.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_CompileError : 0x" << std::hex << std::uppercase << p_SQVM_CompileError.GetPtr() << std::setw(npad) << " |" << std::endl;
#ifndef CLIENT_DLL
std::cout << "| FUN: SQVM_InitializeSVGlobalScriptStructs : 0x" << std::hex << std::uppercase << p_SQVM_InitializeSVGlobalScriptStructs.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !CLIENT_DLL
#ifndef DEDICATED
std::cout << "| FUN: SQVM_InitializeCLGlobalScriptStructs : 0x" << std::hex << std::uppercase << p_SQVM_InitializeCLGlobalScriptStructs.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !DEDICATED
#ifndef CLIENT_DLL
std::cout << "| FUN: SQVM_CreateServerVM : 0x" << std::hex << std::uppercase << p_SQVM_CreateServerVM.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !CLIENT_DLL
#ifndef DEDICATED
std::cout << "| FUN: SQVM_CreateClientVM : 0x" << std::hex << std::uppercase << p_SQVM_CreateClientVM.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: SQVM_CreateUIVM : 0x" << std::hex << std::uppercase << p_SQVM_CreateUIVM.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !DEDICATED
#ifndef CLIENT_DLL
std::cout << "| VAR: g_pServerVM : 0x" << std::hex << std::uppercase << g_pServerVM.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !CLIENT_DLL
#ifndef DEDICATED
std::cout << "| VAR: g_pClientVM : 0x" << std::hex << std::uppercase << g_pClientVM.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| VAR: g_pUIVM : 0x" << std::hex << std::uppercase << g_pUIVM.GetPtr() << std::setw(npad) << " |" << std::endl;
#endif // !DEDICATED
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(HSQVM);