#include "core/stdafx.h" #include "common/opcodes.h" /*----------------------------------------------------------------------------- * _opcodes.cpp *-----------------------------------------------------------------------------*/ #ifdef DEDICATED void Dedicated_Init() { *(uintptr_t*)0x14D415040 = 0x1417304E8; *(uintptr_t*)0x14B37C3C0 = 0x141F10CA0; *(uintptr_t*)0x14B3800D7 = 0x1; // bDedicated //------------------------------------------------------------------------- // 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. //------------------------------------------------------------------------- // 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: HOST_NEWGAME //------------------------------------------------------------------------- Host_NewGame.Offset(0x637).Patch({ 0xE9, 0xC1, 0x00, 0x00, 0x00 }); // JNE --> JMP | Prevent connect localhost from being executed in Host_NewGame. //------------------------------------------------------------------------- // 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 //------------------------------------------------------------------------- FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 }); //------------------------------------------------------------------------- // RUNTIME: BSP_LUMP //------------------------------------------------------------------------- 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 }); //------------------------------------------------------------------------- // RUNTIME: RENDERING //------------------------------------------------------------------------- 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. //------------------------------------------------------------------------- // RUNTIME: USERINTERFACE //------------------------------------------------------------------------- SCR_BeginLoadingPlaque.Offset(0x427).Patch({ 0xEB, 0x09 }); // JNE --> JMP | Skip call to VGUI 'SCR_BeginLoadingPlaque'. //------------------------------------------------------------------------- // RUNTIME: RPAK_DISPATCH //------------------------------------------------------------------------- //gShaderDispatch.Offset(0x25).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); 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 ---------------------------------------------------------------- ADDRESS t8 = 0x00000001403C0480; t8.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. [LATE] ADDRESS t9 = 0x00000001403EE420; t9.Patch({ 0xC3 }); // Return from unknown call during ChangeLevel. [EARLY] //------------------------------------------------------------------------- // RUNTIME BLOCK //------------------------------------------------------------------------- ADDRESS t0 = 0x00000001401D71E0; //t0.Patch({ 0xC3 }); // RPak unload? ADDRESS t1 = 0x0000000140456B50; t1.Offset(0x292).Patch({ 0xE9, 0xEE, 0x00, 0x00, 0x00 }); ADDRESS t2 = 0x0000000140238DA0; t2.Offset(0x4E0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); ADDRESS t3 = 0x0000000140312D80; //t3.Offset(0xB3).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); ADDRESS t4 = 0x0000000140312D80; // Patch Additional shader preloading. //t4.Offset(0xB3).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); ADDRESS t5 = 0x00000001403BBFD0; t5.Offset(0x7D8).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); //------------------------------------------------------------------------- // END RUNTIME BLOCK //------------------------------------------------------------------------- } #endif // DEDICATED void RuntimePtc_Init() /* .TEXT */ { #ifdef DEDICATED //------------------------------------------------------------------------- // JNZ --> JMP | Prevent OriginSDK from initializing on the server Origin_Init.Offset(0x0B).Patch({ 0xE9, 0x63, 0x02, 0x00, 0x00, 0x00 }); Origin_SetState.Offset(0x0E).Patch({ 0xE9, 0xCB, 0x03, 0x00, 0x00, 0x00 }); #endif // DEDICATED //------------------------------------------------------------------------- // JNE --> JMP | Allow games to be loaded without the optional texture streaming file //WriteProcessMemory(GameProcess, LPVOID(dst002 + 0x8E5), "\xEB\x19", 2, NULL); //------------------------------------------------------------------------- // JNE --> JMP | Prevent connect command from crashing by invalid call to UI function dst003.Offset(0x1D6).Patch({ 0xEB, 0x27 }); //------------------------------------------------------------------------- // JA --> JMP | Prevent FairFight anti-cheat from initializing on the FairFight_Init.Offset(0x61).Patch({ 0xE9, 0xED, 0x00, 0x00, 0x00, 0x00 }); } void RuntimePtc_Toggle() /* .TEXT */ { static bool g_nop = true; if (g_nop) { //------------------------------------------------------------------------- // CALL --> NOP | Allow some maps to be loaded by nopping out a call in LoadProp function //WriteProcessMemory(GameProcess, LPVOID(dst007 + 0x5E8), "\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90", 11, NULL); dst007.Offset(0x5E8).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); //------------------------------------------------------------------------- // CALL --> NOP | Disable the viewmodel rendered to avoid a crash from a certain entity in desertlands_mu1 //WriteProcessMemory(GameProcess, LPVOID(dst008 + 0x67), "\x90\x90\x90\x90\x90", 5, NULL); dst008.Offset(0x67).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); printf("\n"); printf("+--------------------------------------------------------+\n"); printf("|>>>>>>>>>>>>>>| TEXT OPCODES OVERWRITTEN |<<<<<<<<<<<<<<|\n"); printf("+--------------------------------------------------------+\n"); printf("\n"); } else { //------------------------------------------------------------------------- // NOP --> CALL | Recover function DST007 //WriteProcessMemory(GameProcess, LPVOID(dst007 + 0x5E8), "\x48\x8B\x03\xFF\x90\xB0\x02\x00\x00\x84\xC0", 11, NULL); dst007.Offset(0x5E8).Patch({ 0x48, 0x8B, 0x03, 0xFF, 0x90, 0xB0, 0x02, 0x00, 0x00, 0x84, 0xC0 }); //------------------------------------------------------------------------- // NOP --> CALL | Recover function DST008 //WriteProcessMemory(GameProcess, LPVOID(dst008 + 0x67), "\xE8\x54\xD8\xFF\xFF", 5, NULL); dst008.Offset(0x67).Patch({ 0xE8, 0x54, 0xD8, 0xFF, 0xFF }); printf("\n"); printf("+--------------------------------------------------------+\n"); printf("|>>>>>>>>>>>>>>>| TEXT OPCODES RECOVERED |<<<<<<<<<<<<<<<|\n"); printf("+--------------------------------------------------------+\n"); printf("\n"); } g_nop = !g_nop; }