#pragma once #include "public/edict.h" #include "public/eiface.h" /* ==== CVENGINESERVER ================================================================================================================================================== */ inline CMemory p_IVEngineServer__PersistenceAvailable; inline auto IVEngineServer__PersistenceAvailable = p_IVEngineServer__PersistenceAvailable.RCast(); //inline CMemory p_RunFrameServer; //inline auto v_RunFrameServer = p_RunFrameServer.RCast(); inline bool* g_bDedicated = nullptr; /////////////////////////////////////////////////////////////////////////////// void IVEngineServer_Attach(); void IVEngineServer_Detach(); /////////////////////////////////////////////////////////////////////////////// struct ServerPlayer_t { ServerPlayer_t(void) : m_flCurrentNetProcessTime(0.0) , m_flLastNetProcessTime(0.0) , m_flStringCommandQuotaTimeStart(0.0) , m_nStringCommandQuotaCount(0) , m_bPersistenceEnabled(false) {} inline void Reset(void) { m_flCurrentNetProcessTime = 0.0; m_flLastNetProcessTime = 0.0; m_flStringCommandQuotaTimeStart = 0.0; m_nStringCommandQuotaCount = 0; m_bPersistenceEnabled = false; } double m_flCurrentNetProcessTime; double m_flLastNetProcessTime; double m_flStringCommandQuotaTimeStart; int m_nStringCommandQuotaCount; bool m_bPersistenceEnabled; }; extern ServerPlayer_t g_ServerPlayer[MAX_PLAYERS]; class CVEngineServer : public IVEngineServer { public: static bool PersistenceAvailable(void* entidx, int clientidx); // Implementation in GameDLL. }; extern CVEngineServer* g_pEngineServer; extern IVEngineServer* g_pEngineServerVFTable; /////////////////////////////////////////////////////////////////////////////// class HVEngineServer : public IDetour { virtual void GetAdr(void) const { spdlog::debug("| FUN: CVEngineServer::PersistenceAvailable : {:#18x} |\n", p_IVEngineServer__PersistenceAvailable.GetPtr()); //spdlog::debug("| FUN: RunFrameServer : {:#18x} |\n", p_RunFrameServer.GetPtr()); spdlog::debug("| VAR: g_bDedicated : {:#18x} |\n", reinterpret_cast(g_bDedicated)); spdlog::debug("| VAR: g_pEngineServerVFTable : {:#18x} |\n", reinterpret_cast(g_pEngineServerVFTable)); spdlog::debug("+----------------------------------------------------------------+\n"); } virtual void GetFun(void) const { p_IVEngineServer__PersistenceAvailable = g_GameDll.FindPatternSIMD("3B 15 ?? ?? ?? ?? 7D 33"); // p_RunFrameServer = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??"); IVEngineServer__PersistenceAvailable = p_IVEngineServer__PersistenceAvailable.RCast(); /*3B 15 ?? ?? ?? ?? 7D 33*/ // v_RunFrameServer = p_RunFrameServer.RCast(); /*48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??*/ } virtual void GetVar(void) const { CMemory pEngineServerVFTable = g_GameDll.GetVirtualMethodTable(".?AVCVEngineServer@@", 0); g_pEngineServerVFTable = pEngineServerVFTable.RCast(); g_bDedicated = pEngineServerVFTable.WalkVTableSelf(3).DerefSelf().ResolveRelativeAddress(0x3, 0x7).RCast(); } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(HVEngineServer);