//=============================================================================// // // Purpose: Interface server dll virtual functions to the SDK. // // $NoKeywords: $ //=============================================================================// #ifndef GAMEINTERFACE_H #define GAMEINTERFACE_H #include "public/eiface.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class ServerClass; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CServerGameDLL { public: void GameInit(void); void PrecompileScriptsJob(void); void LevelShutdown(void); void GameShutdown(void); float GetTickInterval(void); ServerClass* GetAllServerClasses(void); static void __fastcall OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat); }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CServerGameClients : public IServerGameClients { public: static void ProcessUserCmds(CServerGameClients* thisp, edict_t edict, bf_read* buf, int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused); private: }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CServerGameEnts : public IServerGameEnts { }; inline void(*CServerGameDLL__OnReceivedSayTextMessage)(void* thisptr, int senderId, const char* text, bool isTeamChat); inline void(*CServerGameClients__ProcessUserCmds)(CServerGameClients* thisp, edict_t edict, bf_read* buf, int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused); inline void(*v_RunFrameServer)(double flFrameTime, bool bRunOverlays, bool bUniformUpdate); extern CServerGameDLL* g_pServerGameDLL; extern CServerGameClients* g_pServerGameClients; extern CServerGameEnts* g_pServerGameEntities; extern CGlobalVars** g_pGlobals; /////////////////////////////////////////////////////////////////////////////// class VServerGameDLL : public IDetour { virtual void GetAdr(void) const { LogFunAdr("CServerGameDLL::OnReceivedSayTextMessage", CServerGameDLL__OnReceivedSayTextMessage); LogFunAdr("CServerGameClients::ProcessUserCmds", CServerGameClients__ProcessUserCmds); LogFunAdr("RunFrameServer", v_RunFrameServer); LogVarAdr("g_pServerGameDLL", g_pServerGameDLL); LogVarAdr("g_pServerGameClients", g_pServerGameClients); LogVarAdr("g_pServerGameEntities", g_pServerGameEntities); LogVarAdr("g_pGlobals", g_pGlobals); } virtual void GetFun(void) const { g_GameDll.FindPatternSIMD("85 D2 0F 8E ?? ?? ?? ?? 4C 8B DC").GetPtr(CServerGameDLL__OnReceivedSayTextMessage); g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 55 41 57").GetPtr(CServerGameClients__ProcessUserCmds); g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??").GetPtr(v_RunFrameServer); } virtual void GetVar(void) const { g_pGlobals = g_GameDll.FindPatternSIMD("4C 8B 0D ?? ?? ?? ?? 48 8B D1").ResolveRelativeAddressSelf(0x3, 0x7).RCast(); } virtual void GetCon(void) const { } virtual void Detour(const bool bAttach) const; }; /////////////////////////////////////////////////////////////////////////////// #endif // GAMEINTERFACE_H