r5sdk/r5dev/engine/host_state.h
Kawe Mazidjatari 2501c37044 Globally convert all byte patterns to strings
These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
2022-12-01 22:44:55 +01:00

112 lines
5.6 KiB
C++

#pragma once
#include "mathlib/vector.h"
enum class HostStates_t : int
{
HS_NEW_GAME = 0x0,
HS_LOAD_GAME = 0x1,
HS_CHANGE_LEVEL_SP = 0x2,
HS_CHANGE_LEVEL_MP = 0x3,
HS_RUN = 0x4,
HS_GAME_SHUTDOWN = 0x5,
HS_SHUTDOWN = 0x6,
HS_RESTART = 0x7,
};
class CHostState
{
public:
FORCEINLINE static void FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime);
FORCEINLINE void LoadConfig(void) const;
FORCEINLINE void Init(void);
FORCEINLINE void Setup(void);
FORCEINLINE void Think(void) const;
FORCEINLINE void GameShutDown(void);
FORCEINLINE void State_NewGame(void);
FORCEINLINE void State_ChangeLevelSP(void);
FORCEINLINE void State_ChangeLevelMP(void);
FORCEINLINE void ResetLevelName(void);
public:
HostStates_t m_iCurrentState; //0x0000
HostStates_t m_iNextState; //0x0004
Vector3D m_vecLocation; //0x0008
QAngle m_angLocation; //0x0014
char m_levelName[MAX_MAP_NAME_HOST]; //0x0020
char m_mapGroupName[256]; //0x0060
char m_landMarkName[256]; //0x0160
float m_flShortFrameTime; //0x0260
bool m_bActiveGame; //0x0264
bool m_bRememberLocation; //0x0265
bool m_bBackgroundLevel; //0x0266
bool m_bWaitingForConnection; //0x0267
uint16_t m_nSplitScreenPlayers; //0x0268
};
/* ==== CHOSTSTATE ====================================================================================================================================================== */
inline CMemory p_CHostState_FrameUpdate;
inline auto CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState* pHostState, double flCurrentTime, float flFrameTime)>();
inline CMemory p_CHostState_State_Run;
inline auto CHostState_State_Run = p_CHostState_State_Run.RCast<void(*)(HostStates_t* pState, double flCurrentTime, float flFrameTime)>();
inline CMemory p_CHostState_State_GameShutDown;
inline auto CHostState_State_GameShutDown = p_CHostState_State_GameShutDown.RCast<void(*)(CHostState* thisptr)>();
inline CMemory p_HostState_ChangeLevelMP;
inline auto v_HostState_ChangeLevelMP = p_HostState_ChangeLevelMP.RCast<void(*)(char const* pNewLevel, char const* pLandmarkName)>();
///////////////////////////////////////////////////////////////////////////////
void CHostState_Attach();
void CHostState_Detach();
///////////////////////////////////////////////////////////////////////////////
extern CHostState* g_pHostState;
///////////////////////////////////////////////////////////////////////////////
class VHostState : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CHostState::FrameUpdate : {:#18x} |\n", p_CHostState_FrameUpdate.GetPtr());
spdlog::debug("| FUN: CHostState::State_Run : {:#18x} |\n", p_CHostState_State_Run.GetPtr());
spdlog::debug("| FUN: CHostState::State_GameShutDown : {:#18x} |\n", p_CHostState_State_GameShutDown.GetPtr());
spdlog::debug("| FUN: HostState_ChangeLevelMP : {:#18x} |\n", p_HostState_ChangeLevelMP.GetPtr());
spdlog::debug("| VAR: g_pHostState : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pHostState));
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
p_CHostState_FrameUpdate = g_GameDll.FindPatternSIMD("48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18");
p_CHostState_State_Run = 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");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 56 48 83 EC 20 8B 05 ?? ?? ?? ?? 48 8B F1");
#elif defined (GAMEDLL_S2)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 8B 05 ?? ?? ?? ?? 33 FF 48 8B F1");
#elif defined (GAMEDLL_S3)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??");
#endif
p_HostState_ChangeLevelMP = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 48 8B F2 8B 0D ?? ?? ?? ??");
CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState*, double, float)>(); /*48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18*/
CHostState_State_Run = p_CHostState_State_Run.RCast<void(*)(HostStates_t*, double, float)>(); /*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*/
CHostState_State_GameShutDown = p_CHostState_State_GameShutDown.RCast<void(*)(CHostState* thisptr)>(); /*48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??*/
v_HostState_ChangeLevelMP = p_HostState_ChangeLevelMP.RCast<void(*)(char const*, char const*)>(); /*48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F9 48 8B F2 8B 0D ? ? ? ?*/
}
virtual void GetVar(void) const
{
g_pHostState = p_CHostState_FrameUpdate.FindPattern("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHostState*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VHostState);