//=============================================================================// // // Purpose: // //=============================================================================// #pragma once #include "game/server/ai_network.h" #include "game/server/detour_impl.h" #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) const int AINETWORK_OFFSET = 2808; #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) const int AINETWORK_OFFSET = 2840; #endif /* ==== CAI_NETWORKMANAGER ============================================================================================================================================== */ inline CMemory p_CAI_NetworkManager__ShouldRebuild = nullptr; inline auto CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast(); #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr; inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast(); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr; inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast(); #endif /* ==== CAI_NETWORKBUILDER ============================================================================================================================================== */ inline CMemory p_CAI_NetworkBuilder__Build; inline auto CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast(); inline int * g_nAiNodeClusters = nullptr; inline AINodeClusters *** g_pppAiNodeClusters = nullptr; inline int * g_nAiNodeClusterLinks = nullptr; inline AINodeClusterLinks*** g_pppAiNodeClusterLinks = nullptr; void CAI_NetworkManager_Attach(); void CAI_NetworkManager_Detach(); //----------------------------------------------------------------------------- // CAI_NetworkBuilder // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class CAI_NetworkBuilder { public: static void Build(CAI_NetworkBuilder* pBuilder, CAI_Network* pAINetwork, void* a3, int a4); static void SaveNetworkGraph(CAI_Network* pNetwork); }; //----------------------------------------------------------------------------- // CAI_NetworkManager // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class CAI_NetworkManager { public: static void LoadNetworkGraph(CAI_NetworkManager* pAINetworkManager, void* pBuffer, const char* szAIGraphFile); }; /////////////////////////////////////////////////////////////////////////////// class VAI_NetworkManager : public IDetour { virtual void GetAdr(void) const { spdlog::debug("| FUN: CAI_NetworkManager::LoadNetworkGraph : {:#18x} |\n", p_CAI_NetworkManager__ShouldRebuild.GetPtr()); spdlog::debug("| FUN: CAI_NetworkManager::ShouldRebuild : {:#18x} |\n", p_CAI_NetworkManager__ShouldRebuild.GetPtr()); spdlog::debug("| FUN: CAI_NetworkBuilder::Build : {:#18x} |\n", p_CAI_NetworkBuilder__Build.GetPtr() ); spdlog::debug("| VAR: g_nAiNodeClusters : {:#18x} |\n", reinterpret_cast(g_nAiNodeClusters )); spdlog::debug("| VAR: g_pppAiNodeClusters : {:#18x} |\n", reinterpret_cast(g_pppAiNodeClusters )); spdlog::debug("| VAR: g_nAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast(g_nAiNodeClusterLinks )); spdlog::debug("| VAR: g_pppAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast(g_pppAiNodeClusterLinks)); spdlog::debug("+----------------------------------------------------------------+\n"); } virtual void GetFun(void) const { p_CAI_NetworkManager__ShouldRebuild = g_GameDll.FindPatternSIMD(reinterpret_cast("\x40\x53\x48\x83\xEC\x20\x48\x8B\xD9\x48\x8B\x0D\x00\x00\x00\x00\x8B\x41\x6C"), "xxxxxxxxxxxx????xxx"); #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x57\x41\x54\x41\x55\x41\x56"), "xxxx?xxxx?xxxxxxxxx"); CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast(); /*4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 57 41 54 41 55 41 56*/ #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\x6C\x24\x00\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xFA"), "xxxx?xxxx?xxxxxxxxxxxxxxxx?xxx????xxx"); CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast(); /*4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 48 8B FA*/ #endif #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x4C\x24\x00\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x30\x48\x63\xBA\x00\x00\x00\x00"), "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxxxxxx????"); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x53\x55\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x38\x8B\xB2\x00\x00\x00\x00"), "xxxx?xxxx?xxxxxxxxxxxxxxxxxx????"); #endif CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast(); /*40 53 48 83 EC 20 48 8B D9 48 8B 0D ?? ?? ?? ?? 8B 41 6C*/ CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast(); /*48 89 54 24 ?? 48 89 4C 24 ?? 53 55 56 57 41 54 41 55 41 56 41 57 48 83 EC 38 8B B2 ?? ?? ?? ??*/ } virtual void GetVar(void) const { g_nAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast("\x4C\x0F\xBF\x12"), "xxxx") .FindPatternSelf("83 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x7).RCast(); g_pppAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx") .FindPatternSelf("48 8B 35", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast(); g_nAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast("\x49\xFF\xC0\x48\x83\xC2\x04\x4D\x3B\xC2\x7C\xD4"), "xxxxxxxxxxxx") .FindPatternSelf("8B 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x6).RCast(); g_pppAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx") .FindPatternSelf("4C 8B 1D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast(); } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(VAI_NetworkManager);