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#ifndef SQTYPE_H
#define SQTYPE_H
#define SQ_OK (1)
#define SQ_ERROR (-1)
#define SQ_FAILED(res) (res<0)
#define SQ_SUCCEEDED(res) (res>=0)
#define SQ_SUSPEND_FLAG -666
#define SQ_TAILCALL_FLAG -777
#define DONT_FALL_BACK 666
//#define EXISTS_FALL_BACK -1
#define GET_FLAG_RAW 0x00000001
#define GET_FLAG_DO_NOT_RAISE_ERROR 0x00000002
typedef char SQChar;
typedef float SQFloat;
typedef long SQInteger;
typedef unsigned long SQUnsignedInteger;
typedef void* SQFunctor;
typedef SQUnsignedInteger SQBool;
typedef SQInteger SQRESULT;
typedef int ScriptDataType_t;
typedef struct SQVM* HSQUIRRELVM;
struct SQBufState;
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
///////////////////////////////////////////////////////////////////////////////
SQRESULT sq_pushroottable(HSQUIRRELVM v);
SQChar* sq_getstring(HSQUIRRELVM v, SQInteger i);
SQInteger sq_getinteger(HSQUIRRELVM v, SQInteger i);
SQRESULT sq_pushroottable(HSQUIRRELVM v);
void sq_pushbool(HSQUIRRELVM v, SQBool b);
void sq_pushstring(HSQUIRRELVM v, const SQChar* string, SQInteger len);
void sq_pushinteger(HSQUIRRELVM v, SQInteger val);
void sq_newarray(HSQUIRRELVM v, SQInteger size);
void sq_newtable(HSQUIRRELVM v);
2022-03-31 02:26:05 +02:00
SQRESULT sq_newslot(HSQUIRRELVM v, SQInteger idx);
SQRESULT sq_arrayappend(HSQUIRRELVM v, SQInteger idx);
SQRESULT sq_pushstructure(HSQUIRRELVM v, const SQChar* name, const SQChar* member, const SQChar* codeclass1, const SQChar* codeclass2);
SQRESULT sq_compilebuffer(HSQUIRRELVM v, SQBufState* bufferState, const SQChar* buffer, SQInteger context);
SQRESULT sq_call(HSQUIRRELVM v, SQInteger params, SQBool retval, SQBool raiseerror);
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
/* ==== SQUIRREL ======================================================================================================================================================== */
inline SQRESULT(*v_sq_pushroottable)(HSQUIRRELVM v);
inline void(*v_sq_pushbool)(HSQUIRRELVM v, SQBool b);
inline void(*v_sq_pushstring)(HSQUIRRELVM v, const SQChar* string, SQInteger len);
inline void(*v_sq_pushinteger)(HSQUIRRELVM v, SQInteger val);
inline void(*v_sq_newarray)(HSQUIRRELVM v, SQInteger size);
inline void(*v_sq_newtable)(HSQUIRRELVM v);
inline SQRESULT(*v_sq_newslot)(HSQUIRRELVM v, SQInteger idx);
inline SQRESULT(*v_sq_arrayappend)(HSQUIRRELVM v, SQInteger idx);
inline SQRESULT(*v_sq_pushstructure)(HSQUIRRELVM v, const SQChar* name, const SQChar* member, const SQChar* codeclass1, const SQChar* codeclass2);
inline SQRESULT(*v_sq_compilebuffer)(HSQUIRRELVM v, SQBufState* bufferstate, const SQChar* buffer, SQInteger level);
inline SQRESULT(*v_sq_call)(HSQUIRRELVM v, SQInteger params, SQBool retval, SQBool raiseerror);
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 VSquirrelAPI : 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
{
LogFunAdr("sq_pushroottable", v_sq_pushroottable);
LogFunAdr("sq_pushbool", v_sq_pushbool);
LogFunAdr("sq_pushstring", v_sq_pushstring);
LogFunAdr("sq_pushinteger", v_sq_pushinteger);
LogFunAdr("sq_newarray", v_sq_newarray);
LogFunAdr("sq_arrayappend", v_sq_arrayappend);
LogFunAdr("sq_newtable", v_sq_newtable);
LogFunAdr("sq_newslot", v_sq_newslot);
LogFunAdr("sq_pushstructure", v_sq_pushstructure);
LogFunAdr("sq_compilebuffer", v_sq_compilebuffer);
LogFunAdr("sq_call", v_sq_call);
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
{
g_GameDll.FindPatternSIMD("48 83 EC 28 8B 51 ?? 44 8B C2").GetPtr(v_sq_pushroottable);
g_GameDll.FindPatternSIMD("48 83 EC 38 33 C0 48 C7 44 24 20 08 ?? ?? 01 48").GetPtr(v_sq_pushbool);
g_GameDll.FindPatternSIMD("40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8F ??").GetPtr(v_sq_pushstring);
g_GameDll.FindPatternSIMD("48 83 EC 38 33 C0 48 C7 44 24 20 02 ?? ?? 05 48").GetPtr(v_sq_pushinteger);
g_GameDll.FindPatternSIMD("48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 40").GetPtr(v_sq_newarray);
g_GameDll.FindPatternSIMD("48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 20").GetPtr(v_sq_newtable);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 30 44 8B 49 ?? 48 8B D9 41 8B C1").GetPtr(v_sq_newslot);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D").GetPtr(v_sq_arrayappend);
g_GameDll.FindPatternSIMD("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").GetPtr(v_sq_pushstructure);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 56 41 57 48 83 EC 50 41 8B E9 49 8B F8").GetPtr(v_sq_compilebuffer);
g_GameDll.FindPatternSIMD("4C 8B DC 49 89 5B 08 49 89 6B 10 49 89 73 18 57 48 83 EC 50 8B F2").GetPtr(v_sq_call);
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) 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 // SQTYPE_H