#pragma once #include "engine/gl_model_private.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class IModelLoader { public: enum REFERENCETYPE { // The name is allocated, but nothing else is in memory or being referenced FMODELLOADER_NOTLOADEDORREFERENCED = 0, // The model has been loaded into memory FMODELLOADER_LOADED = (1 << 0), // The model is being referenced by the server code FMODELLOADER_SERVER = (1 << 1), // The model is being referenced by the client code FMODELLOADER_CLIENT = (1 << 2), // The model is being referenced in the client .dll FMODELLOADER_CLIENTDLL = (1 << 3), // The model is being referenced by static props FMODELLOADER_STATICPROP = (1 << 4), // The model is a detail prop FMODELLOADER_DETAILPROP = (1 << 5), // The model is the simple version of the world geometry FMODELLOADER_SIMPLEWORLD = (1 << 6), // The model is dynamically loaded FMODELLOADER_DYNSERVER = (1 << 7), FMODELLOADER_DYNCLIENT = (1 << 8), FMODELLOADER_COMBINED = (1 << 9), FMODELLOADER_DYNAMIC = FMODELLOADER_DYNSERVER | FMODELLOADER_DYNCLIENT | FMODELLOADER_COMBINED, FMODELLOADER_REFERENCEMASK = (FMODELLOADER_SERVER | FMODELLOADER_CLIENT | FMODELLOADER_CLIENTDLL | FMODELLOADER_STATICPROP | FMODELLOADER_DETAILPROP | FMODELLOADER_DYNAMIC | FMODELLOADER_SIMPLEWORLD), // The model was touched by the preload method FMODELLOADER_TOUCHED_BY_PRELOAD = (1 << 15), // The model was loaded by the preload method, a postload fixup is required FMODELLOADER_LOADED_BY_PRELOAD = (1 << 16), // The model touched its materials as part of its load FMODELLOADER_TOUCHED_MATERIALS = (1 << 17), }; }; class CModelLoader { public: static void LoadModel(CModelLoader* loader, model_t* model); static uint64_t Map_LoadModelGuts(CModelLoader* loader, model_t* model); }; inline CMemory p_CModelLoader__FindModel; inline auto CModelLoader__FindModel = p_CModelLoader__FindModel.RCast(); inline CMemory p_CModelLoader__LoadModel; inline auto CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast(); inline CMemory p_CModelLoader__UnloadModel; inline auto CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast(); inline CMemory p_CModelLoader__Studio_LoadModel; inline auto CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast(); inline CMemory p_CModelLoader__Map_LoadModelGuts; inline auto CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast(); inline CMemory p_CModelLoader__Map_IsValid; inline auto CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast(); //inline CMemory p_GetSpriteInfo; // DEDICATED PATCH! //inline auto GetSpriteInfo = p_GetSpriteInfo.RCast(); //inline CMemory p_BuildSpriteLoadName; // DEDICATED PATCH! //inline auto BuildSpriteLoadName = p_BuildSpriteLoadName.RCast(); inline CModelLoader* g_pModelLoader; /////////////////////////////////////////////////////////////////////////////// class VModelLoader : public IDetour { virtual void GetAdr(void) const { LogFunAdr("CModelLoader::FindModel", p_CModelLoader__FindModel.GetPtr()); LogFunAdr("CModelLoader::LoadModel", p_CModelLoader__LoadModel.GetPtr()); LogFunAdr("CModelLoader::UnloadModel", p_CModelLoader__UnloadModel.GetPtr()); LogFunAdr("CModelLoader::Map_LoadModelGuts", p_CModelLoader__Map_LoadModelGuts.GetPtr()); LogFunAdr("CModelLoader::Map_IsValid", p_CModelLoader__Map_IsValid.GetPtr()); LogFunAdr("CModelLoader::Studio_LoadModel", p_CModelLoader__Studio_LoadModel.GetPtr()); //LogFunAdr("GetSpriteInfo", p_GetSpriteInfo.GetPtr()); //LogFunAdr("BuildSpriteLoadName", p_BuildSpriteLoadName.GetPtr()); LogVarAdr("g_pModelLoader", reinterpret_cast(g_pModelLoader)); } virtual void GetFun(void) const { #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 55 41 56 48 8D AC 24 ?? ?? ?? ??"); p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 56 48 81 EC ?? ?? ?? ?? 48 8B FA"); p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 8B C4 48 89 58 18 55 48 81 EC ?? ?? ?? ?? 48 8B DA"); p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 56 48 8D AC 24 ?? ?? ?? ??"); p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 41 54 41 55 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? FF 05 ?? ?? ?? ??"); // BSP. p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("48 8B C4 53 48 81 EC ?? ?? ?? ?? 48 8B DA"); //p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B AC 24 ?? ?? ?? ?? BE ?? ?? ?? ??"); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 57 48 83 EC 48 80 3A 2A"); p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 57 48 81 EC ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ??"); p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B F9 33 ED"); p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 57 48 81 EC ?? ?? ?? ??"); p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 57"); // BSP. p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("40 53 48 81 EC ?? ?? ?? ?? 48 8B DA 48 85 D2 0F 84 ?? ?? ?? ?? 80 3A ?? 0F 84 ?? ?? ?? ?? 4C 8B CA"); //p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B BC 24 ?? ?? ?? ??"); #endif //p_BuildSpriteLoadName = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 81 EC ?? ?? ?? ?? 4D 8B F1 48 8B F2"); CModelLoader__FindModel = p_CModelLoader__FindModel.RCast(); CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast(); CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast(); CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast(); CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast(); CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast(); //GetSpriteInfo = p_GetSpriteInfo.RCast(); //BuildSpriteLoadName = p_BuildSpriteLoadName.RCast(); } virtual void GetVar(void) const { g_pModelLoader = g_GameDll.FindPatternSIMD( "48 89 4C 24 ?? 53 55 56 41 54 41 55 41 56 41 57 48 81 EC ?? ?? ?? ??").FindPatternSelf("48 ?? 0D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(3, 7).RCast(); } virtual void GetCon(void) const { } virtual void Attach(void) const; virtual void Detach(void) const; }; ///////////////////////////////////////////////////////////////////////////////