Additional patches for dedicated

New patches disabling extra stuff
Improve code readability
This commit is contained in:
Amos 2021-10-24 12:50:23 -07:00
parent f6c6ab6768
commit 6fb9e8004a
2 changed files with 157 additions and 227 deletions

View File

@ -8,218 +8,168 @@
* _opcodes.cpp
*-----------------------------------------------------------------------------*/
void DisableRenderer()
{
//-------------------------------------------------------------------------
// FUN --> RET | Called from CEngineClient and CEngineVGUI (Init()?).
r0.Patch({ 0xC3 }); // This patch is likely not required if client.dll isn't initialized.
//-------------------------------------------------------------------------
// FUN --> RET | Skip ShaderSetup(). CShaderGlue.
r1.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// FUN --> RET | Skip Matsync. Called from CMaterialSystem.
r2.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// JE --> JMP | Matsys mode init (CMaterialSystem).
r3.Offset(0x22).Patch({ 0xEB, 0x66 });
//-------------------------------------------------------------------------
// FUN --> RET | Clear render buffer? Called from CMatRenderContext and CTexture.
r4.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// FUN --> RET | Heavy render stuff. Called from CMatRenderContext.
r5.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// FUN --> RET | Set shader resource.
r6.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// FUN --> RET | Begin.
r7.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// FUN --> RET | End.
r8.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90, 0x90 });
}
void DisableClient()
{
//Sleep(2500);
//-------------------------------------------------------------------------
// JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
Origin_Init.Offset(0x0B).Patch({ 0xE9, 0x63, 0x02, 0x00, 0x00, 0x00 });
Origin_SetState.Offset(0x0E).Patch({ 0xE9, 0xCB, 0x03, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JE --> JMP | Skip CreateGameWindow initialization code.
//CreateGameWindow.Offset(0x3DD).Patch({ 0xEB, 0x6D });
//-------------------------------------------------------------------------
// JNZ --> JMP | Skip CreateGameWindow validation code.
CreateGameWindow.Offset(0x44C).Patch({ 0xEB, 0x49 });
//-------------------------------------------------------------------------
// PUS --> XOR | Prevent ShowWindow and CreateGameWindow from being initialized.
c1.Offset(0x2C).Patch({ 0xE9, 0x9A, 0x00, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> NOP | TODO: NOP 'particle_script' instead.
c2.Offset(0x23C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// MOV --> NOP | TODO: NOP 'particle_script' instead.
c2.Offset(0x2BD).Patch({ 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// MOV --> NOP | TODO: NOP 'highlight_system' instead.
c3.Offset(0xA9).Patch({ 0x90, 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// FUN --> RET |
c4.Patch({ 0xC3 });
c5.Patch({ 0xC3 });
c7.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// JE --> JMP | Render?
//gHost_Init_2.Offset(0x5D8).Patch({ 0xEB, 0x05 });
//-------------------------------------------------------------------------
// FUN --> RET | Disable particle effects precaching on the server.
ParticleEffect_Init.Patch({ 0xC3 });
//-------------------------------------------------------------------------
// JNE --> JMP |
c6.Offset(0x23).Patch({ 0xEB, 0x23 });
}
void DisableVGUI()
{
//-------------------------------------------------------------------------
// CMP --> XOR | Skip VGUI initialization jumptable.
v0.Patch({ 0x48, 0x33, 0xC0, 0xC3, 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// JNE --> JMP | Skip call to VGUI loadscreen func.
SCR_BeginLoadingPlaque.Offset(0x427).Patch({ 0xEB, 0x09 });
}
void Hooks::DedicatedPatch()
{
//Sleep(10000);
// for future reference 14171A9B4 - matsys mode
*(uintptr_t*)0x14D415040 = 0x1417304E8;
*(uintptr_t*)0x14B37C3C0 = 0x141F10CA0;
*(uintptr_t*)0x14B3800D7 = 0x1; // bDedicated
DisableRenderer();
DisableClient();
DisableVGUI();
//-------------------------------------------------------------------------
// RESEARCH FOR IMPROVEMENT!
//-------------------------------------------------------------------------
e10.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent '' code execution.
e8.Offset(0x44).Patch({ 0xE9, 0x41, 0x04, 0x00, 0x00 }); // FUN --> RET | Return early in 'RenderFrame?' (Called from VGUI and Host_Init).
gInitMaterialSystem.Offset(0x7D).Patch({ 0xC3 }); // JMP --> RET | Return early to prevent 'InitDebugMaterials' from being executed.
e3.Offset(0xFB0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to unused VGUI code to prevent crash at SIGNONSTATE_PRESPAWN.
addr_CEngine_Frame.Offset(0x410).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | CHLClient call inside eng->frame.
FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 }); // JA --> JMP | Prevent FairFight anti-cheat from initializing on the server.
s1.Offset(0x1023).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP NULL call as client is never initialized.
s2.Offset(0xF).Patch({ 0xE9, 0x22, 0x01, 0x00, 0x00 }); // JS --> JMP | Skip ListenServer HeartBeat.
e1.Offset(0x213).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // JNE --> NOP | Skip settings field loading for client texture assets.
e9.Offset(0x6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent texture creation.
gShaderCreate.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent 'ShaderCreate' code execution.
gTextureCreate.Patch({ 0xC3 }); // FUN --> RET | RET early to prevent 'TextureCreate' code execution.
c2.Offset(0x23C).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // JNE --> NOP | TODO: NOP 'particle_script' instead.
c2.Offset(0x2BD).Patch({ 0x90, 0x90, 0x90 }); // MOV --> NOP | TODO: NOP 'particle_script' instead.
c3.Offset(0xA9).Patch({ 0x90, 0x90, 0x90, 0x90 }); // MOV --> NOP | TODO: NOP 'highlight_system' instead.
//-------------------------------------------------------------------------
// CAL --> NOP | HLClient call inside eng->frame.
addr_CEngine_Frame.Offset(0x410).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
// CENGINEAPI
//-------------------------------------------------------------------------
gCEngineAPI__Init.Offset(0xB7).Patch({ 0xE9, 0xC7, 0x00, 0x00, 0x00 }); // JNE --> JNP | Skip Video Mode validation code.
gCEngineAPI__OnStartup.Offset(0x5E).Patch({ 0xE9, 0xC6, 0x01, 0x00, 0x00 }); // JNE --> JNP | Skip Video Mode initialization code.
gCEngineAPI__Connect.Offset(0xDD).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to texture and material preloading.
gCEngineAPI__Connect.Offset(0xF1).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to texture and material preloading.
gCEngineAPI__Connect.Offset(0x1C6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90}); // CAL --> NOP | NOP call to texture and material preloading.
//gCEngineAPI__ModInit.Offset(0x3DD).Patch({ 0xE9, 0xB5, 0x00, 0x00, 0x00, 0x00 }); // JNE --> JNP | Skip CreateWindow Initialization code.
gCEngineAPI__ModInit.Offset(0x44C).Patch({ 0xEB, 0x49 }); // JNZ --> JMP | Skip CreateGameWindow validation code.
//gCEngineAPI__ModInit.Offset(0x3DD).Patch({ 0xEB, 0x6D }); // JE --> JMP | Skip CreateGameWindow initialization code.
//-------------------------------------------------------------------------
// CENGINEVGUI
//-------------------------------------------------------------------------
gCEngineVGui__Init.Patch({ 0x48, 0x33, 0xC0, 0xC3, 0x90, 0x90, 0x90 }); // CMP --> XOR | Skip VGUI initialization jumptable.
gCEngineVGui__OnLevelLoadingStarted.Patch({ 0xC3 }); // FUN --> RET |
//-------------------------------------------------------------------------
// CGAME
//-------------------------------------------------------------------------
gCGame__CreateGameWindow.Offset(0x2C).Patch({ 0xE9, 0x9A, 0x00, 0x00, 0x00 }); // PUS --> XOR | Prevent ShowWindow and CreateGameWindow from being initialized.
//-------------------------------------------------------------------------
// CHLClIENT
//-------------------------------------------------------------------------
gCHLClient__1000.Patch({ 0xC3 }); // FUN --> RET | Return early in 'gCHLClient::unnamed' to prevent infinite loop.
gCHLClient__HudMessage.Patch({ 0xC3 }); // FUN --> RET | Return early from 'CHudMessage' call.
//-------------------------------------------------------------------------
// CSOURCEAPPSYSTEMGROUP
//-------------------------------------------------------------------------
gCSourceAppSystemGroup__Create.Offset(0x35D).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | joystickInit?
//gCSourceAppSystemGroup__Create.Offset(0x384).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | PrecacheMaterial.
gCSourceAppSystemGroup__Create.Offset(0x39E).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | binkBlankTexture.
//-------------------------------------------------------------------------
// CVIDEOMODE_COMMON
//-------------------------------------------------------------------------
gCVideoMode_Common__DrawStartupGraphic.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CVideoMode_Common::DrawStartupGraphic'.
//-------------------------------------------------------------------------
// CMATERIALSYSTEM
//-------------------------------------------------------------------------
gCMaterialSystem__MatsysMode_Init.Offset(0x22).Patch({ 0xEB, 0x66 }); // JE --> JMP | Matsys mode init (CMaterialSystem).
//-------------------------------------------------------------------------
// CSHADERSYSTEM
//-------------------------------------------------------------------------
//gCShaderSystem_Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
gCShaderSystem__9.Offset(0x3).Patch({ 0xE9, 0x95, 0x03, 0x00, 0x00 }); // Unnecessary CShaderSystem call?
//-------------------------------------------------------------------------
// CSHADERGLUE
//-------------------------------------------------------------------------
gCShaderGlue__Init.Patch({ 0xC3 }); // FUN --> RET | Skip ShaderSetup(). CShaderGlue.
//-------------------------------------------------------------------------
// RUNTIME: HOST_INIT
//-------------------------------------------------------------------------
gHost_Init_0.Offset(0xC2).Patch({ 0xEB, 0x34 }); // CAL --> NOP | Disable 'vpk/client_common.bsp' loading.
gHost_Init_0.Offset(0x182).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> JMP | Disable UI material asset initialization.
gHost_Init_0.Offset(0x859).Patch({ 0xE9, 0x19, 0x04, 0x00, 0x00 }); // LEA --> RET | Disable 'client.dll' library initialization.
gHost_Init_0.Offset(0xC77).Patch({ 0xE8, 0x44, 0xCF, 0xFF, 0xFF }); // CAL --> CAL | Disable user config loading and call entitlements.rson initialization instead.
gHost_Init_1.Offset(0x19).Patch({ 0xEB, 0x6E }); // JNE --> JMP | Take dedicated initialization routine instead.
gHost_Init_1.Offset(0x609).Patch({ 0xEB, 0x2B }); // JE --> JMP | Skip client.dll Init_PostVideo() validation code.
gHost_Init_1.Offset(0x621).Patch({ 0xEB, 0x0C }); // JNE --> JMP | Skip client.dll Init_PostVideo() validation code.
gHost_Init_1.Offset(0x658).Patch({ 0xE9, 0x8C, 0x00, 0x00, 0x00 }); // JE --> JMP | Skip NULL call as client is never initialized.
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.
//gHost_Init_2.Offset(0x5D8).Patch({ 0xEB, 0x05 }); // JE --> JMP | Render?
//-------------------------------------------------------------------------
// RUNTIME: _HOST_RUNFRAME
//-------------------------------------------------------------------------
//s1.Offset(0x1C6).Patch({ 0xE9, 0xAD, 0x11, 0x00, 0x00 }); // JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
//s1.Offset(0x1010).Patch({ 0xEB, 0x14 }); // JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
//-------------------------------------------------------------------------
// RUNTIME: EBISUSDK
//-------------------------------------------------------------------------
Origin_Init.Offset(0x0B).Patch({ 0xE9, 0x63, 0x02, 0x00, 0x00, 0x00 }); // JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
Origin_SetState.Offset(0x0E).Patch({ 0xE9, 0xCB, 0x03, 0x00, 0x00 }); // JNZ --> JMP | Prevent EbisuSDK from initializing on the engine and server.
//-------------------------------------------------------------------------
// RUNTIME: FAIRFIGHT
//-------------------------------------------------------------------------
// JA --> JMP | Prevent FairFight anti-cheat from initializing on the server.
// TODO: fix and re-enable this.
FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> JMP | Take dedicated initialization routine instead.
gHost_Init_1.Offset(0x19).Patch({ 0xEB, 0x6E });
//-------------------------------------------------------------------------
// JE --> JMP | Skip client.dll Init_PostVideo() validation code.
gHost_Init_1.Offset(0x609).Patch({ 0xEB, 0x2B });
//-------------------------------------------------------------------------
// JNE --> JMP | Skip client.dll Init_PostVideo() validation code.
gHost_Init_1.Offset(0x621).Patch({ 0xEB, 0x0C });
//-------------------------------------------------------------------------
// JE --> JMP | Skip NULL call as client is never initialized.
gHost_Init_1.Offset(0x658).Patch({ 0xE9, 0x8C, 0x00, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> JMP | Skip shader preloading as cvar can't be checked due to client being NULL.
gHost_Init_1.Offset(0x6E9).Patch({ 0xE9, 0xB0, 0x00, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
//s1.Offset(0x1C6).Patch({ 0xE9, 0xAD, 0x11, 0x00, 0x00 }); // <-- this one was only used to debug.
//-------------------------------------------------------------------------
// JNE --> JMP | Return early in _Host_RunFrame() for debugging perposes.
//s1.Offset(0x1010).Patch({ 0xEB, 0x14 });
//-------------------------------------------------------------------------
// CAL --> NOP | NOP NULL call as client is never initialized.
s1.Offset(0x1023).Patch({ 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// JS --> JMP | Skip ListenServer HeartBeat.
s2.Offset(0xF).Patch({ 0xE9, 0x22, 0x01, 0x00, 0x00 });
//-------------------------------------------------------------------------
// CAL --> NOP | NOP call to UI texture asset preloading.
gHost_Init_0.Offset(0x182).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
// RUNTIME: BSP_LUMP
//-------------------------------------------------------------------------
// JNE --> JNP | Skip client.dll library initialization.
gHost_Init_0.Offset(0xA7D).Patch({ 0xE9, 0xF0, 0x01, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> NOP | Skip settings field loading for client texture assets.
// TODO: this is also used by server.dll library.
e1.Offset(0x213).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
//-------------------------------------------------------------------------
// CAL --> NOP | NOP call to unused VGUI code to prevent crash at SIGNONSTATE_PRESPAWN.
e3.Offset(0xFB0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
gBSP_LUMP_INIT.Offset(0x41).Patch({ 0xE9, 0x4F, 0x04, 0x00, 0x00 }); // JNE --> NOP | SKYLIGHTS.
gBSP_LUMP_INIT.Offset(0x974).Patch({ 0x90, 0x90 }); // JE --> NOP | VERTNORMALS.
gBSP_LUMP_INIT.Offset(0xA55).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MATERIALSORTS.
gBSP_LUMP_INIT.Offset(0xA62).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MESHBOUNDS.
gBSP_LUMP_INIT.Offset(0xA83).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | MESHVERTS.
gBSP_LUMP_INIT.Offset(0xAC0).Patch({ 0x90, 0x90 }); // JE --> NOP | INDICES.
gBSP_LUMP_INIT.Offset(0xBF2).Patch({ 0x90, 0x90 }); // JE --> NOP | WORLDLIGHTS.
gBSP_LUMP_INIT.Offset(0xDA9).Patch({ 0x90, 0x90 }); // JE --> NOP | TWEAKLIGHTS.
gBSP_LUMP_INIT.Offset(0xEEB).Patch({ 0xE9, 0x3D, 0x01, 0x00, 0x00 });
//gBSP_LUMP_INIT.Offset(0x61B).Patch({ 0xE9, 0xE2, 0x02, 0x00, 0x00 });
//-------------------------------------------------------------------------
// JNE --> JNP | Skip Video Mode initialization code.
gCEngineAPI_OnStartup.Offset(0x5E).Patch({ 0xE9, 0xC6, 0x01, 0x00, 0x00 });
// RUNTIME: RENDERING
//-------------------------------------------------------------------------
// JNE --> JNP | Skip Video Mode validation code.
gCEngineAPI_Init.Offset(0xB7).Patch({ 0xE9, 0xC7, 0x00, 0x00, 0x00 });
r0.Patch({ 0xC3 }); // FUN --> RET | Called from CEngineClient and CEngineVGUI (Init()?).
gMatSync.Patch({ 0xC3 }); // FUN --> RET | Skip Matsync. Called from CMaterialSystem. TODO: Return in root caller.
r4.Patch({ 0xC3 }); // FUN --> RET | Clear render buffer? Called from CMatRenderContext and CTexture.
r5.Patch({ 0xC3 }); // FUN --> RET | Heavy render stuff. Called from CMatRenderContext.
r6.Patch({ 0xC3 }); // FUN --> RET | Set shader resource.
r7.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early in lightmap and post processing code.
r8.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early.
e9.Offset(0x4AB).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent texture creation.
e9.Offset(0x4B5).Patch({ 0xC3 }); // JMP --> RET | RET early to prevent 'PIXVIS' code execution.
//-------------------------------------------------------------------------
// JNE --> JNP | Skip CreateWindow Initialization code.
//gCEngineAPI_ModInit.Offset(0x3DD).Patch({ 0xE9, 0xB5, 0x00, 0x00, 0x00, 0x00 });
// RUNTIME: USERINTERFACE
//-------------------------------------------------------------------------
// CAL --> NOP | NOP call to texture and material preloading.
gCEngineAPI_Connect.Offset(0xDD).Patch({ 0x90, 0x90, 0x90 });
gCEngineAPI_Connect.Offset(0xF1).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
gCEngineAPI_Connect.Offset(0x1C6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90});
SCR_BeginLoadingPlaque.Offset(0x427).Patch({ 0xEB, 0x09 }); // JNE --> JMP | Skip call to VGUI 'SCR_BeginLoadingPlaque'.
//-------------------------------------------------------------------------
// CAL --> NOP | NOP call to texture and material preloading.
gCSourceAppSystemGroup_Create.Offset(0x35D).Patch({ 0x90, 0x90, 0x90 }); // joystickInit?
//gCSourceAppSystemGroup_Create.Offset(0x384).Patch({ 0x90, 0x90, 0x90 }); // PrecacheMaterial
gCSourceAppSystemGroup_Create.Offset(0x39E).Patch({ 0x90, 0x90, 0x90 }); // binkBlankTexture
// RUNTIME: RPAK_DISPATCH
//-------------------------------------------------------------------------
// 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
//-------------------------------------------------------------------------
}

View File

@ -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;