mirror of
https://github.com/Mauler125/r5sdk.git
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Additional patches for dedicated
New patches disabling extra stuff Improve code readability
This commit is contained in:
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commit
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@ -8,218 +8,168 @@
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* _opcodes.cpp
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*-----------------------------------------------------------------------------*/
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void DisableRenderer()
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{
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//-------------------------------------------------------------------------
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// FUN --> RET | Called from CEngineClient and CEngineVGUI (Init()?).
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r0.Patch({ 0xC3 }); // This patch is likely not required if client.dll isn't initialized.
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//-------------------------------------------------------------------------
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// FUN --> RET | Skip ShaderSetup(). CShaderGlue.
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r1.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Skip Matsync. Called from CMaterialSystem.
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r2.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// JE --> JMP | Matsys mode init (CMaterialSystem).
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r3.Offset(0x22).Patch({ 0xEB, 0x66 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Clear render buffer? Called from CMatRenderContext and CTexture.
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r4.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Heavy render stuff. Called from CMatRenderContext.
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r5.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Set shader resource.
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r6.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Begin.
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r7.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// FUN --> RET | End.
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r8.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90, 0x90 });
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}
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void DisableClient()
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{
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//Sleep(2500);
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//-------------------------------------------------------------------------
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// JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
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Origin_Init.Offset(0x0B).Patch({ 0xE9, 0x63, 0x02, 0x00, 0x00, 0x00 });
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Origin_SetState.Offset(0x0E).Patch({ 0xE9, 0xCB, 0x03, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JE --> JMP | Skip CreateGameWindow initialization code.
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//CreateGameWindow.Offset(0x3DD).Patch({ 0xEB, 0x6D });
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//-------------------------------------------------------------------------
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// JNZ --> JMP | Skip CreateGameWindow validation code.
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CreateGameWindow.Offset(0x44C).Patch({ 0xEB, 0x49 });
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//-------------------------------------------------------------------------
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// PUS --> XOR | Prevent ShowWindow and CreateGameWindow from being initialized.
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c1.Offset(0x2C).Patch({ 0xE9, 0x9A, 0x00, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> NOP | TODO: NOP 'particle_script' instead.
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c2.Offset(0x23C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// MOV --> NOP | TODO: NOP 'particle_script' instead.
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c2.Offset(0x2BD).Patch({ 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// MOV --> NOP | TODO: NOP 'highlight_system' instead.
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c3.Offset(0xA9).Patch({ 0x90, 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// FUN --> RET |
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c4.Patch({ 0xC3 });
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c5.Patch({ 0xC3 });
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c7.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// JE --> JMP | Render?
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//gHost_Init_2.Offset(0x5D8).Patch({ 0xEB, 0x05 });
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//-------------------------------------------------------------------------
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// FUN --> RET | Disable particle effects precaching on the server.
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ParticleEffect_Init.Patch({ 0xC3 });
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//-------------------------------------------------------------------------
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// JNE --> JMP |
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c6.Offset(0x23).Patch({ 0xEB, 0x23 });
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}
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void DisableVGUI()
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{
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//-------------------------------------------------------------------------
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// CMP --> XOR | Skip VGUI initialization jumptable.
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v0.Patch({ 0x48, 0x33, 0xC0, 0xC3, 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// JNE --> JMP | Skip call to VGUI loadscreen func.
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SCR_BeginLoadingPlaque.Offset(0x427).Patch({ 0xEB, 0x09 });
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}
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void Hooks::DedicatedPatch()
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{
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//Sleep(10000);
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// for future reference 14171A9B4 - matsys mode
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*(uintptr_t*)0x14D415040 = 0x1417304E8;
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*(uintptr_t*)0x14B37C3C0 = 0x141F10CA0;
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*(uintptr_t*)0x14B3800D7 = 0x1; // bDedicated
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DisableRenderer();
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DisableClient();
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DisableVGUI();
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//-------------------------------------------------------------------------
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// RESEARCH FOR IMPROVEMENT!
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//-------------------------------------------------------------------------
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e10.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent '' code execution.
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e8.Offset(0x44).Patch({ 0xE9, 0x41, 0x04, 0x00, 0x00 }); // FUN --> RET | Return early in 'RenderFrame?' (Called from VGUI and Host_Init).
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gInitMaterialSystem.Offset(0x7D).Patch({ 0xC3 }); // JMP --> RET | Return early to prevent 'InitDebugMaterials' from being executed.
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e3.Offset(0xFB0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to unused VGUI code to prevent crash at SIGNONSTATE_PRESPAWN.
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addr_CEngine_Frame.Offset(0x410).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | CHLClient call inside eng->frame.
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FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 }); // JA --> JMP | Prevent FairFight anti-cheat from initializing on the server.
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s1.Offset(0x1023).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP NULL call as client is never initialized.
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s2.Offset(0xF).Patch({ 0xE9, 0x22, 0x01, 0x00, 0x00 }); // JS --> JMP | Skip ListenServer HeartBeat.
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e1.Offset(0x213).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // JNE --> NOP | Skip settings field loading for client texture assets.
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e9.Offset(0x6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent texture creation.
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gShaderCreate.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent 'ShaderCreate' code execution.
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gTextureCreate.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent 'TextureCreate' code execution.
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c2.Offset(0x23C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // JNE --> NOP | TODO: NOP 'particle_script' instead.
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c2.Offset(0x2BD).Patch({ 0x90, 0x90, 0x90 }); // MOV --> NOP | TODO: NOP 'particle_script' instead.
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c3.Offset(0xA9).Patch({ 0x90, 0x90, 0x90, 0x90 }); // MOV --> NOP | TODO: NOP 'highlight_system' instead.
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//-------------------------------------------------------------------------
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// CAL --> NOP | HLClient call inside eng->frame.
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addr_CEngine_Frame.Offset(0x410).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
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// CENGINEAPI
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//-------------------------------------------------------------------------
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gCEngineAPI__Init.Offset(0xB7).Patch({ 0xE9, 0xC7, 0x00, 0x00, 0x00 }); // JNE --> JNP | Skip Video Mode validation code.
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gCEngineAPI__OnStartup.Offset(0x5E).Patch({ 0xE9, 0xC6, 0x01, 0x00, 0x00 }); // JNE --> JNP | Skip Video Mode initialization code.
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gCEngineAPI__Connect.Offset(0xDD).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to texture and material preloading.
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gCEngineAPI__Connect.Offset(0xF1).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to texture and material preloading.
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gCEngineAPI__Connect.Offset(0x1C6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90}); // CAL --> NOP | NOP call to texture and material preloading.
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//gCEngineAPI__ModInit.Offset(0x3DD).Patch({ 0xE9, 0xB5, 0x00, 0x00, 0x00, 0x00 }); // JNE --> JNP | Skip CreateWindow Initialization code.
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gCEngineAPI__ModInit.Offset(0x44C).Patch({ 0xEB, 0x49 }); // JNZ --> JMP | Skip CreateGameWindow validation code.
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//gCEngineAPI__ModInit.Offset(0x3DD).Patch({ 0xEB, 0x6D }); // JE --> JMP | Skip CreateGameWindow initialization code.
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//-------------------------------------------------------------------------
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// CENGINEVGUI
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//-------------------------------------------------------------------------
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gCEngineVGui__Init.Patch({ 0x48, 0x33, 0xC0, 0xC3, 0x90, 0x90, 0x90 }); // CMP --> XOR | Skip VGUI initialization jumptable.
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gCEngineVGui__OnLevelLoadingStarted.Patch({ 0xC3 }); // FUN --> RET |
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//-------------------------------------------------------------------------
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// CGAME
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//-------------------------------------------------------------------------
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gCGame__CreateGameWindow.Offset(0x2C).Patch({ 0xE9, 0x9A, 0x00, 0x00, 0x00 }); // PUS --> XOR | Prevent ShowWindow and CreateGameWindow from being initialized.
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//-------------------------------------------------------------------------
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// CHLClIENT
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//-------------------------------------------------------------------------
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gCHLClient__1000.Patch({ 0xC3 }); // FUN --> RET | Return early in 'gCHLClient::unnamed' to prevent infinite loop.
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gCHLClient__HudMessage.Patch({ 0xC3 }); // FUN --> RET | Return early from 'CHudMessage' call.
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//-------------------------------------------------------------------------
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// CSOURCEAPPSYSTEMGROUP
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//-------------------------------------------------------------------------
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gCSourceAppSystemGroup__Create.Offset(0x35D).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | joystickInit?
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//gCSourceAppSystemGroup__Create.Offset(0x384).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | PrecacheMaterial.
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gCSourceAppSystemGroup__Create.Offset(0x39E).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | binkBlankTexture.
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//-------------------------------------------------------------------------
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// CVIDEOMODE_COMMON
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//-------------------------------------------------------------------------
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gCVideoMode_Common__DrawStartupGraphic.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CVideoMode_Common::DrawStartupGraphic'.
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//-------------------------------------------------------------------------
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// CMATERIALSYSTEM
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//-------------------------------------------------------------------------
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gCMaterialSystem__MatsysMode_Init.Offset(0x22).Patch({ 0xEB, 0x66 }); // JE --> JMP | Matsys mode init (CMaterialSystem).
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//-------------------------------------------------------------------------
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// CSHADERSYSTEM
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//-------------------------------------------------------------------------
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//gCShaderSystem_Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
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gCShaderSystem__9.Offset(0x3).Patch({ 0xE9, 0x95, 0x03, 0x00, 0x00 }); // Unnecessary CShaderSystem call?
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//-------------------------------------------------------------------------
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// CSHADERGLUE
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//-------------------------------------------------------------------------
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gCShaderGlue__Init.Patch({ 0xC3 }); // FUN --> RET | Skip ShaderSetup(). CShaderGlue.
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//-------------------------------------------------------------------------
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// RUNTIME: HOST_INIT
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//-------------------------------------------------------------------------
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gHost_Init_0.Offset(0xC2).Patch({ 0xEB, 0x34 }); // CAL --> NOP | Disable 'vpk/client_common.bsp' loading.
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gHost_Init_0.Offset(0x182).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> JMP | Disable UI material asset initialization.
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gHost_Init_0.Offset(0x859).Patch({ 0xE9, 0x19, 0x04, 0x00, 0x00 }); // LEA --> RET | Disable 'client.dll' library initialization.
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gHost_Init_0.Offset(0xC77).Patch({ 0xE8, 0x44, 0xCF, 0xFF, 0xFF }); // CAL --> CAL | Disable user config loading and call entitlements.rson initialization instead.
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gHost_Init_1.Offset(0x19).Patch({ 0xEB, 0x6E }); // JNE --> JMP | Take dedicated initialization routine instead.
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gHost_Init_1.Offset(0x609).Patch({ 0xEB, 0x2B }); // JE --> JMP | Skip client.dll Init_PostVideo() validation code.
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gHost_Init_1.Offset(0x621).Patch({ 0xEB, 0x0C }); // JNE --> JMP | Skip client.dll Init_PostVideo() validation code.
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gHost_Init_1.Offset(0x658).Patch({ 0xE9, 0x8C, 0x00, 0x00, 0x00 }); // JE --> JMP | Skip NULL call as client is never initialized.
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gHost_Init_1.Offset(0x6E9).Patch({ 0xE9, 0xB0, 0x00, 0x00, 0x00 }); // JNE --> JMP | Skip shader preloading as cvar can't be checked due to client being NULL.
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//gHost_Init_2.Offset(0x5D8).Patch({ 0xEB, 0x05 }); // JE --> JMP | Render?
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//-------------------------------------------------------------------------
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// RUNTIME: _HOST_RUNFRAME
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//-------------------------------------------------------------------------
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//s1.Offset(0x1C6).Patch({ 0xE9, 0xAD, 0x11, 0x00, 0x00 }); // JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
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//s1.Offset(0x1010).Patch({ 0xEB, 0x14 }); // JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
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//-------------------------------------------------------------------------
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// RUNTIME: EBISUSDK
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//-------------------------------------------------------------------------
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Origin_Init.Offset(0x0B).Patch({ 0xE9, 0x63, 0x02, 0x00, 0x00, 0x00 }); // JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
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Origin_SetState.Offset(0x0E).Patch({ 0xE9, 0xCB, 0x03, 0x00, 0x00 }); // JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
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//-------------------------------------------------------------------------
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// RUNTIME: FAIRFIGHT
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//-------------------------------------------------------------------------
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// JA --> JMP | Prevent FairFight anti-cheat from initializing on the server.
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// TODO: fix and re-enable this.
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FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> JMP | Take dedicated initialization routine instead.
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gHost_Init_1.Offset(0x19).Patch({ 0xEB, 0x6E });
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//-------------------------------------------------------------------------
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// JE --> JMP | Skip client.dll Init_PostVideo() validation code.
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gHost_Init_1.Offset(0x609).Patch({ 0xEB, 0x2B });
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//-------------------------------------------------------------------------
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// JNE --> JMP | Skip client.dll Init_PostVideo() validation code.
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gHost_Init_1.Offset(0x621).Patch({ 0xEB, 0x0C });
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//-------------------------------------------------------------------------
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// JE --> JMP | Skip NULL call as client is never initialized.
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gHost_Init_1.Offset(0x658).Patch({ 0xE9, 0x8C, 0x00, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> JMP | Skip shader preloading as cvar can't be checked due to client being NULL.
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gHost_Init_1.Offset(0x6E9).Patch({ 0xE9, 0xB0, 0x00, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
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//s1.Offset(0x1C6).Patch({ 0xE9, 0xAD, 0x11, 0x00, 0x00 }); // <-- this one was only used to debug.
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//-------------------------------------------------------------------------
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// JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
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//s1.Offset(0x1010).Patch({ 0xEB, 0x14 });
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//-------------------------------------------------------------------------
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// CAL --> NOP | NOP NULL call as client is never initialized.
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s1.Offset(0x1023).Patch({ 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// JS --> JMP | Skip ListenServer HeartBeat.
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s2.Offset(0xF).Patch({ 0xE9, 0x22, 0x01, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// CAL --> NOP | NOP call to UI texture asset preloading.
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gHost_Init_0.Offset(0x182).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
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// RUNTIME: BSP_LUMP
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//-------------------------------------------------------------------------
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// JNE --> JNP | Skip client.dll library initialization.
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gHost_Init_0.Offset(0xA7D).Patch({ 0xE9, 0xF0, 0x01, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> NOP | Skip settings field loading for client texture assets.
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// TODO: this is also used by server.dll library.
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e1.Offset(0x213).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
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//-------------------------------------------------------------------------
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// CAL --> NOP | NOP call to unused VGUI code to prevent crash at SIGNONSTATE_PRESPAWN.
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e3.Offset(0xFB0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
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gBSP_LUMP_INIT.Offset(0x41).Patch({ 0xE9, 0x4F, 0x04, 0x00, 0x00 }); // JNE --> NOP | SKYLIGHTS.
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gBSP_LUMP_INIT.Offset(0x974).Patch({ 0x90, 0x90 }); // JE --> NOP | VERTNORMALS.
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gBSP_LUMP_INIT.Offset(0xA55).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MATERIALSORTS.
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gBSP_LUMP_INIT.Offset(0xA62).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MESHBOUNDS.
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gBSP_LUMP_INIT.Offset(0xA83).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MESHVERTS.
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gBSP_LUMP_INIT.Offset(0xAC0).Patch({ 0x90, 0x90 }); // JE --> NOP | INDICES.
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gBSP_LUMP_INIT.Offset(0xBF2).Patch({ 0x90, 0x90 }); // JE --> NOP | WORLDLIGHTS.
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gBSP_LUMP_INIT.Offset(0xDA9).Patch({ 0x90, 0x90 }); // JE --> NOP | TWEAKLIGHTS.
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gBSP_LUMP_INIT.Offset(0xEEB).Patch({ 0xE9, 0x3D, 0x01, 0x00, 0x00 });
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//gBSP_LUMP_INIT.Offset(0x61B).Patch({ 0xE9, 0xE2, 0x02, 0x00, 0x00 });
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//-------------------------------------------------------------------------
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// JNE --> JNP | Skip Video Mode initialization code.
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gCEngineAPI_OnStartup.Offset(0x5E).Patch({ 0xE9, 0xC6, 0x01, 0x00, 0x00 });
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// RUNTIME: RENDERING
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//-------------------------------------------------------------------------
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// JNE --> JNP | Skip Video Mode validation code.
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gCEngineAPI_Init.Offset(0xB7).Patch({ 0xE9, 0xC7, 0x00, 0x00, 0x00 });
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r0.Patch({ 0xC3 }); // FUN --> RET | Called from CEngineClient and CEngineVGUI (Init()?).
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gMatSync.Patch({ 0xC3 }); // FUN --> RET | Skip Matsync. Called from CMaterialSystem. TODO: Return in root caller.
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r4.Patch({ 0xC3 }); // FUN --> RET | Clear render buffer? Called from CMatRenderContext and CTexture.
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r5.Patch({ 0xC3 }); // FUN --> RET | Heavy render stuff. Called from CMatRenderContext.
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r6.Patch({ 0xC3 }); // FUN --> RET | Set shader resource.
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r7.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early in lightmap and post processing code.
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r8.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early.
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e9.Offset(0x4AB).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent texture creation.
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e9.Offset(0x4B5).Patch({ 0xC3 }); // JMP --> RET | RET early to prevent 'PIXVIS' code execution.
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//-------------------------------------------------------------------------
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// JNE --> JNP | Skip CreateWindow Initialization code.
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//gCEngineAPI_ModInit.Offset(0x3DD).Patch({ 0xE9, 0xB5, 0x00, 0x00, 0x00, 0x00 });
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// RUNTIME: USERINTERFACE
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//-------------------------------------------------------------------------
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// CAL --> NOP | NOP call to texture and material preloading.
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gCEngineAPI_Connect.Offset(0xDD).Patch({ 0x90, 0x90, 0x90 });
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gCEngineAPI_Connect.Offset(0xF1).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
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gCEngineAPI_Connect.Offset(0x1C6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90});
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SCR_BeginLoadingPlaque.Offset(0x427).Patch({ 0xEB, 0x09 }); // JNE --> JMP | Skip call to VGUI 'SCR_BeginLoadingPlaque'.
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//-------------------------------------------------------------------------
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// CAL --> NOP | NOP call to texture and material preloading.
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gCSourceAppSystemGroup_Create.Offset(0x35D).Patch({ 0x90, 0x90, 0x90 }); // joystickInit?
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//gCSourceAppSystemGroup_Create.Offset(0x384).Patch({ 0x90, 0x90, 0x90 }); // PrecacheMaterial
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gCSourceAppSystemGroup_Create.Offset(0x39E).Patch({ 0x90, 0x90, 0x90 }); // binkBlankTexture
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// RUNTIME: RPAK_DISPATCH
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//-------------------------------------------------------------------------
|
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// FUN --> RET | Return early in 'CVideoMode_Common::DrawStartupGraphic'.
|
||||
gCVideoMode_Common__DrawStartupGraphic.Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
|
||||
//gCShaderSystem_Init.Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// JMP --> RET | Return early to prevent 'InitDebugMaterials' from being executed.
|
||||
gInitMaterialSystem.Offset(0x7D).Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// FUN --> RET | Return early in 'RenderFrame?' (Called from VGUI and Host_Init).
|
||||
e8.Offset(0x44).Patch({ 0xE9, 0x41, 0x04, 0x00, 0x00 });
|
||||
//-------------------------------------------------------------------------
|
||||
// CAL --> NOP | NOP call to prevent texture creation.
|
||||
e9.Offset(0x6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
//-------------------------------------------------------------------------
|
||||
// CAL --> NOP | NOP call to prevent texture creation.
|
||||
e9.Offset(0x4AB).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
//-------------------------------------------------------------------------
|
||||
// JMP --> RET | RET early to prevent 'PIXVIS' code execution.
|
||||
e9.Offset(0x4B5).Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// FUN --> RET | RET early to prevent '' code execution.
|
||||
e10.Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// CAL --> NOP | Prevent memory allocation and population for shader assets.
|
||||
//gShaderDispatch.Offset(0x25).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
gShaderDispatch.Offset(0x3C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
gShaderDispatch.Offset(0x48).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
gShaderDispatch.Offset(0x56).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
gShaderDispatch.Offset(0x62).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
//-------------------------------------------------------------------------
|
||||
// FUN --> RET | RET early to prevent 'ShaderCreate' code execution.
|
||||
gShaderCreate.Patch({ 0xC3 });
|
||||
//-------------------------------------------------------------------------
|
||||
// FUN --> RET | RET early to prevent 'TextureCreate' code execution.
|
||||
gTextureCreate.Patch({ 0xC3 });
|
||||
|
||||
OnLevelLoadingStarted.Patch({ 0xC3 });
|
||||
gShaderDispatch.Offset(0x3C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent memory allocation and population for shader assets.
|
||||
gShaderDispatch.Offset(0x48).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent memory allocation and population for shader assets.
|
||||
gShaderDispatch.Offset(0x56).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent memory allocation and population for shader assets.
|
||||
gShaderDispatch.Offset(0x62).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent memory allocation and population for shader assets.
|
||||
|
||||
// UNKNOWN ----------------------------------------------------------------
|
||||
MemoryAddress t8 = 0x00000001403C0480;
|
||||
t8.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. [LATE]
|
||||
MemoryAddress t9 = 0x00000001403EE420;
|
||||
t9.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. [EARLY]
|
||||
//-------------------------------------------------------------------------
|
||||
// START TESTING BLOCK
|
||||
// RUNTIME BLOCK
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
MemoryAddress t0 = 0x00000001401D71E0;
|
||||
t0.Patch({ 0xC3 });
|
||||
MemoryAddress t1 = 0x0000000140456B50;
|
||||
@ -232,29 +182,8 @@ void Hooks::DedicatedPatch()
|
||||
//t4.Offset(0xB3).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
MemoryAddress t5 = 0x00000001403BBFD0;
|
||||
t5.Offset(0x7D8).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
|
||||
|
||||
|
||||
// BSP --------------------------------------------------------------------
|
||||
MemoryAddress t6 = 0x00000001402546F0; // BSP.
|
||||
t6.Offset(0x200).Patch({ 0xEB, 0xA9 }); // Skip SKYLIGHTS.
|
||||
t6.Offset(0x352).Patch({ 0xEB, 0xA5 }); // Skip LUMP_LIGHTMAP.
|
||||
t6.Offset(0xBF2).Patch({ 0x90, 0x90 }); // Skip WORLDLIGHTS
|
||||
t6.Offset(0xDA9).Patch({ 0x90, 0x90 }); // Skip TWEAKLIGHTS
|
||||
t6.Offset(0xEEB).Patch({ 0xE9, 0x3D, 0x01, 0x00, 0x00 });
|
||||
//t6.Offset(0x61B).Patch({ 0xE9, 0xE2, 0x02, 0x00, 0x00 });
|
||||
|
||||
// CSHADERSYSTEM ----------------------------------------------------------
|
||||
MemoryAddress t7 = 0x00000001403DFC30; // Unnecessary CShaderSystem call?
|
||||
t7.Offset(0x3).Patch({ 0xE9, 0x95, 0x03, 0x00, 0x00 });
|
||||
|
||||
// UNKNOWN ----------------------------------------------------------------
|
||||
MemoryAddress t8 = 0x00000001403C0480;
|
||||
t8.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. (LATE)
|
||||
MemoryAddress t9 = 0x00000001403EE420;
|
||||
t9.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. (EARLY)
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// END TESTING BLOCK
|
||||
// END RUNTIME BLOCK
|
||||
//-------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
|
@ -40,9 +40,9 @@ namespace
|
||||
// TODO: create patterns instead and rename to function names.
|
||||
// Renderer
|
||||
MemoryAddress r0 = 0x00000001402FE280; //
|
||||
MemoryAddress r1 = 0x00000001403B3A50; //
|
||||
MemoryAddress r2 = 0x00000001403DEE90; //
|
||||
MemoryAddress r3 = 0x00000001403BD120; //
|
||||
MemoryAddress gCShaderGlue__Init = 0x00000001403B3A50; //
|
||||
MemoryAddress gMatSync = 0x00000001403DEE90; //
|
||||
MemoryAddress gCMaterialSystem__MatsysMode_Init = 0x00000001403BD120; //
|
||||
MemoryAddress r4 = 0x0000000140404380; //
|
||||
MemoryAddress r5 = 0x000000014040D850; //
|
||||
MemoryAddress r6 = 0x0000000140413260; //
|
||||
@ -60,18 +60,21 @@ namespace
|
||||
MemoryAddress e6 = 0x0000000140DBE610;
|
||||
MemoryAddress e7 = 0x000000014044AFA0;
|
||||
MemoryAddress e8 = 0x000000014027EC50; // RenderFrame?
|
||||
MemoryAddress gCEngineAPI_Init = 0x0000000140342FB0; //
|
||||
MemoryAddress gCEngineAPI_ModInit = 0x0000000140343DE0; //
|
||||
MemoryAddress gCEngineAPI_Connect = 0x0000000140342BA0; //
|
||||
MemoryAddress gCEngineAPI_OnStartup = 0x0000000140343860; //
|
||||
MemoryAddress gCSourceAppSystemGroup_Create = 0x000000014044AFA0; //
|
||||
MemoryAddress gCShaderSystem_Init = 0x00000001403DF870; //
|
||||
MemoryAddress gCEngineAPI__Init = 0x0000000140342FB0; //
|
||||
MemoryAddress gCEngineAPI__ModInit = 0x0000000140343DE0; //
|
||||
MemoryAddress gCEngineAPI__Connect = 0x0000000140342BA0; //
|
||||
MemoryAddress gCEngineAPI__OnStartup = 0x0000000140343860; //
|
||||
MemoryAddress gCSourceAppSystemGroup__Create = 0x000000014044AFA0; //
|
||||
MemoryAddress gCShaderSystem__Init = 0x00000001403DF870; //
|
||||
MemoryAddress gInitMaterialSystem = 0x000000014024B390; //
|
||||
MemoryAddress gCVideoMode_Common__DrawStartupGraphic = 0x000000014027F0F0; //
|
||||
MemoryAddress gShaderDispatch = 0x00000001403EE5C0;
|
||||
MemoryAddress gShaderCreate = 0x00000001403ECD00; //
|
||||
MemoryAddress gTextureCreate = 0x00000001403EDCD0;
|
||||
|
||||
MemoryAddress gCShaderSystem__9 = 0x00000001403DFC30;
|
||||
MemoryAddress gBSP_LUMP_INIT = 0x00000001402546F0; // BSP.
|
||||
|
||||
|
||||
MemoryAddress e9 = 0x00000001404066E0;
|
||||
MemoryAddress e10 = 0x00000001403B49E0; // CMaterialGlue?
|
||||
@ -84,19 +87,17 @@ namespace
|
||||
|
||||
// CLIENT
|
||||
MemoryAddress gHost_Init_2 = 0x0000000140236640; // client Host_Init()?
|
||||
MemoryAddress c1 = 0x0000000140299100; // CreateGameWindowInit()?
|
||||
MemoryAddress gCGame__CreateGameWindow = 0x0000000140299100; //
|
||||
MemoryAddress c2 = 0x00000001403F4360; // 1403DF870 --> 1403F4360
|
||||
MemoryAddress c3 = 0x00000001403F8A80; // 1403DF870 --> 1403F8A40
|
||||
MemoryAddress c4 = 0x00000001405C27B0; // CHLClient + 1000
|
||||
MemoryAddress c5 = 0x00000001405BAC00; // CHudMessage
|
||||
MemoryAddress gCHLClient__1000 = 0x00000001405C27B0; // CHLClient + 1000
|
||||
MemoryAddress gCHLClient__HudMessage = 0x00000001405BAC00; // CHudMessage
|
||||
MemoryAddress c6 = 0x00000001403CA2D0; //
|
||||
MemoryAddress c7 = 0x00000001403CC750; // LightmapsInit
|
||||
MemoryAddress ParticleEffect_Init = 0x0000000140235F30;
|
||||
MemoryAddress CreateGameWindow = 0x0000000140343DE0;
|
||||
MemoryAddress gCEngineAPI__ModInit = 0x0000000140343DE0;
|
||||
|
||||
// VGUI
|
||||
MemoryAddress v0 = 0x0000000140282E40; // jumptable
|
||||
MemoryAddress OnLevelLoadingStarted = 0x00000001402830D0;
|
||||
MemoryAddress gCEngineVGui__Init = 0x0000000140282E40; // jumptable
|
||||
MemoryAddress gCEngineVGui__OnLevelLoadingStarted = 0x00000001402830D0;
|
||||
MemoryAddress SCR_BeginLoadingPlaque = 0x000000014023E870;
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user