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Can be toggled with the new cvar 'host_autoReloadRespectGameState', and used in combination with the new server script func 'SetAutoReloadState( bool state )'. This makes sure that even when the timer reaches 'host_autoReloadRate', it would wait with the reload until the game itself is finished (which is when SetAutoReloadState( true ) is being called from scripts).
91 lines
3.7 KiB
C++
91 lines
3.7 KiB
C++
#pragma once
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#include "mathlib/vector.h"
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enum class HostStates_t : int
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{
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HS_NEW_GAME = 0x0,
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HS_LOAD_GAME = 0x1,
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HS_CHANGE_LEVEL_SP = 0x2,
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HS_CHANGE_LEVEL_MP = 0x3,
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HS_RUN = 0x4,
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HS_GAME_SHUTDOWN = 0x5,
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HS_SHUTDOWN = 0x6,
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HS_RESTART = 0x7,
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};
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class CHostState
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{
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public:
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static void FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime);
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void LoadConfig(void) const;
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void Init(void);
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void Setup(void);
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void Think(void) const;
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void SetState(const HostStates_t newState);
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void GameShutDown(void);
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void State_NewGame(void);
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void State_ChangeLevelSP(void);
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void State_ChangeLevelMP(void);
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void ResetLevelName(void);
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public:
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HostStates_t m_iCurrentState; //0x0000
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HostStates_t m_iNextState; //0x0004
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Vector3D m_vecLocation; //0x0008
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QAngle m_angLocation; //0x0014
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char m_levelName[MAX_MAP_NAME_HOST]; //0x0020
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char m_mapGroupName[256]; //0x0060
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char m_landMarkName[256]; //0x0160
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float m_flShortFrameTime; //0x0260
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bool m_bActiveGame; //0x0264
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bool m_bRememberLocation; //0x0265
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bool m_bBackgroundLevel; //0x0266
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bool m_bWaitingForConnection; //0x0267
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bool m_bSplitScreenConnect; //0x0268
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bool m_bGameHasShutDownAndFlushedMemory; //0x0269
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HostStates_t m_iServerState; //0x026C
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};
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/* ==== CHOSTSTATE ====================================================================================================================================================== */
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inline void(*CHostState__FrameUpdate)(CHostState* pHostState, double flCurrentTime, float flFrameTime);
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inline void(*CHostState__State_Run)(HostStates_t* pState, double flCurrentTime, float flFrameTime);
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inline void(*CHostState__State_GameShutDown)(CHostState* thisptr);
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inline void(*v_HostState_ChangeLevelMP)(char const* pNewLevel, char const* pLandmarkName);
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///////////////////////////////////////////////////////////////////////////////
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extern CHostState* g_pHostState;
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#ifndef CLIENT_DLL
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extern bool g_hostReloadState;
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#endif // !CLIENT_DLL
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///////////////////////////////////////////////////////////////////////////////
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class VHostState : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CHostState::FrameUpdate", CHostState__FrameUpdate);
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LogFunAdr("CHostState::State_Run", CHostState__State_Run);
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LogFunAdr("CHostState::State_GameShutDown", CHostState__State_GameShutDown);
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LogFunAdr("HostState_ChangeLevelMP", v_HostState_ChangeLevelMP);
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LogVarAdr("g_pHostState", g_pHostState);
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}
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virtual void GetFun(void) const
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{
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g_GameDll.FindPatternSIMD("48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18").GetPtr(CHostState__FrameUpdate);
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g_GameDll.FindPatternSIMD("48 8B C4 48 89 58 10 48 89 70 18 48 89 78 20 55 41 54 41 55 41 56 41 57 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 0F 29 70 C8 45 33 E4").GetPtr(CHostState__State_Run);
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g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??").GetPtr(CHostState__State_GameShutDown);
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g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 48 8B F2 8B 0D ?? ?? ?? ??").GetPtr(v_HostState_ChangeLevelMP);
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}
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virtual void GetVar(void) const
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{
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g_pHostState = CMemory(CHostState__FrameUpdate).FindPattern("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHostState*>();
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}
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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