#pragma once /////////////////////////////////////////////////////////////////////////////// /* ==== SV_MAIN ======================================================================================================================================================= */ inline CMemory p_SV_InitGameDLL; inline auto SV_InitGameDLL = p_SV_InitGameDLL.RCast(); inline CMemory p_SV_ShutdownGameDLL; inline auto SV_ShutdownGameDLL = p_SV_ShutdownGameDLL.RCast(); inline CMemory p_SV_CreateBaseline; inline auto SV_CreateBaseline = p_SV_CreateBaseline.RCast(); inline CMemory p_CGameServer__SpawnServer; inline auto CGameServer__SpawnServer = p_CGameServer__SpawnServer.RCast(); inline bool* s_bDedicated = nullptr; /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// class HSV_Main : public IDetour { virtual void GetAdr(void) const { std::cout << "| FUN: SV_InitGameDLL : 0x" << std::hex << std::uppercase << p_SV_ShutdownGameDLL.GetPtr() << std::setw(nPad) << " |" << std::endl; std::cout << "| FUN: SV_ShutdownGameDLL : 0x" << std::hex << std::uppercase << p_SV_ShutdownGameDLL.GetPtr() << std::setw(nPad) << " |" << std::endl; std::cout << "| FUN: SV_CreateBaseline : 0x" << std::hex << std::uppercase << p_SV_CreateBaseline.GetPtr() << std::setw(nPad) << " |" << std::endl; std::cout << "| FUN: CGameServer::SpawnServer : 0x" << std::hex << std::uppercase << p_CGameServer__SpawnServer.GetPtr() << std::setw(nPad) << " |" << std::endl; std::cout << "| VAR: s_bDedicated : 0x" << std::hex << std::uppercase << s_bDedicated << std::setw(0) << " |" << std::endl; std::cout << "+----------------------------------------------------------------+" << std::endl; } virtual void GetFun(void) const { p_SV_InitGameDLL = g_mGameDll.FindPatternSIMD(reinterpret_cast("\x48\x81\xEC\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x80\x3D\x00\x00\x00\x00\x00\x0F\x85\x00\x00\x00\x00"), "xxx????x????xx?????xx????"); p_SV_ShutdownGameDLL = g_mGameDll.FindPatternSIMD(reinterpret_cast("\x48\x83\xEC\x28\x80\x3D\x00\x00\x00\x00\x00\x0F\x84\x00\x00\x00\x00\x48\x8B\x0D\x00\x00\x00\x00\x48\x89\x5C\x24\x00"), "xxxxxx?????xx????xxx????xxxx?"); p_SV_CreateBaseline = g_mGameDll.FindPatternSIMD(reinterpret_cast("\x48\x83\xEC\x28\x48\x8B\x0D\x00\x00\x00\x00\x48\x85\xC9\x75\x07"), "xxxxxxx????xxxxx"); #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CGameServer__SpawnServer = g_mGameDll.FindPatternSIMD(reinterpret_cast("\x40\x53\x55\x56\x57\x41\x55\x41\x56\x41\x57\x48\x81\xEC\x00\x00\x00\x00"), "xxxxxxxxxxxxxx????"); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) p_CGameServer__SpawnServer = g_mGameDll.FindPatternSIMD(reinterpret_cast("\x48\x8B\xC4\x53\x55\x56\x57\x41\x54\x41\x55\x41\x57"), "xxxxxxxxxxxxx"); // 0x140312D80 // 48 8B C4 53 55 56 57 41 54 41 55 41 57 // #endif SV_InitGameDLL = p_SV_InitGameDLL.RCast(); SV_ShutdownGameDLL = p_SV_ShutdownGameDLL.RCast(); SV_CreateBaseline = p_SV_CreateBaseline.RCast(); CGameServer__SpawnServer = p_CGameServer__SpawnServer.RCast(); } virtual void GetVar(void) const { s_bDedicated = g_mGameDll.FindPatternSIMD(reinterpret_cast( "\x48\x89\x4C\x24\x00\x48\x89\x54\x24\x00\x4C\x89\x44\x24\x00\x4C\x89\x4C\x24\x00\x53\x57\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x48\x2B\xE0\x48\x8B\xD9\x48\x8D\xBC\x24\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x48\x89\x7C\x24\x00\x48\x8D\x54\x24\x00\x33\xFF"), "xxxx?xxxx?xxxx?xxxx?xxx????x????xxxxxxxxxx????x????xxxx?xxxx?xx").FindPatternSelf("40 38 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast(); } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(HSV_Main);