r5sdk/r5dev/squirrel/sqapi.cpp
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00

79 lines
1.9 KiB
C++

//=============================================================================//
//
// Purpose: Squirrel API
//
//=============================================================================//
#include "core/stdafx.h"
#include "squirrel/sqapi.h"
char* hsq_getstring(void* sqvm, int i)
{
std::uintptr_t thisptr = reinterpret_cast<std::uintptr_t>(sqvm);
return *(char**)(*(std::int64_t*)(thisptr + 0x58) + 0x10 * i + 0x8) + 0x40;
}
int hsq_getinteger(void* sqvm, int i)
{
std::uintptr_t thisptr = reinterpret_cast<std::uintptr_t>(sqvm);
return *(int*)(*(std::int64_t*)(thisptr + 0x58) + 0x10 * i + 0x8);
}
void hsq_pushbool(void* sqvm, int val)
{
sq_pushbool(sqvm, val);
}
void hsq_pushstring(void* sqvm, const char* string, int len)
{
sq_pushstring(sqvm, const_cast<char*>(string), len);
}
void hsq_pushinteger(void* sqvm, int val)
{
sq_pushinteger(sqvm, val);
}
void hsq_newarray(void* sqvm, int size)
{
sq_newarray(sqvm, size);
}
void hsq_arrayappend(void* sqvm, int idx)
{
sq_arrayappend(sqvm, idx);
}
void hsq_newtable(void* sqvm)
{
sq_newtable(sqvm);
}
void hsq_newslot(void* sqvm, int idx)
{
sq_newslot(sqvm, idx);
}
void SQAPI_Attach()
{
DetourAttach((LPVOID*)&sq_pushbool, &hsq_pushbool);
DetourAttach((LPVOID*)&sq_pushstring, &hsq_pushstring);
DetourAttach((LPVOID*)&sq_pushinteger, &hsq_pushinteger);
DetourAttach((LPVOID*)&sq_newarray, &hsq_newarray);
DetourAttach((LPVOID*)&sq_arrayappend, &hsq_arrayappend);
DetourAttach((LPVOID*)&sq_newtable, &hsq_newtable);
DetourAttach((LPVOID*)&sq_newslot, &hsq_newslot);
}
void SQAPI_Detach()
{
DetourDetach((LPVOID*)&sq_pushbool, &hsq_pushbool);
DetourDetach((LPVOID*)&sq_pushstring, &hsq_pushstring);
DetourDetach((LPVOID*)&sq_pushinteger, &hsq_pushinteger);
DetourDetach((LPVOID*)&sq_newarray, &hsq_newarray);
DetourDetach((LPVOID*)&sq_arrayappend, &hsq_arrayappend);
DetourDetach((LPVOID*)&sq_newtable, &hsq_newtable);
DetourDetach((LPVOID*)&sq_newslot, &hsq_newslot);
}