r5sdk/r5dev/bsplib/bsplib.h
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

46 lines
2.5 KiB
C++

#pragma once
namespace
{
//static auto g_CModelLoader = ADDRESS(0x14173B210).RCast<void*>();
//static auto dword_1696A9D20 = ADDRESS(0x14D40B328).RCast<std::uint32_t>();
//static auto dword_141744EE8 = ADDRESS(0x141744EE8).RCast<std::uint32_t>();
//static auto dword_141744EBC = ADDRESS(0x141744EBC).RCast<std::uint32_t>();
//static auto qword_14D40B328 = ADDRESS(0x14D40B328).RCast<std::uint32_t>();
//static auto qword_141744EA8 = ADDRESS(0x141744EA8).RCast<std::uint32_t>();
//static auto qword_141744EA0 = ADDRESS(0x141744EA0).RCast<std::uint32_t>();
//static auto qword_141744E88 = ADDRESS(0x141744E88).RCast<std::uint32_t>();
//static auto off_141744E70 = ADDRESS(0x141744E70).RCast<void**>();
//static auto off_141731448 = ADDRESS(0x141744EA8).RCast<void**>();
//__m128 xmmword_1415BD270 = _mm_castsi128_ps(_mm_set_epi32(0x3B808081, 0x3B808081, 0x3B808081, 0x3B808081)); // xmmword_1415BD270
//static auto sub_1404365A0 = ADDRESS(0x1404365A0).RCast<void** (*)(__m128*, long long, long long, double)>(); // Prototype is most likely incorrect: 'local variable allocation has failed, the output may be wrong!'
//static auto sub_140270130 = ADDRESS(0x140270130).RCast<__m128 (*)(__m128*)>();
//static auto sub_14028F170 = ADDRESS(0x14028F170).RCast<const __m128i* (*)(__int64, __int64, __m128*, const __m128i*, const __m128i*)>();
ADDRESS p_CalcPropStaticFrustumCulling = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x44\x89\x40\x18\x48\x89\x50\x10\x55", "xxxxxxxxxxxx");
__int64 (*CalcPropStaticFrustumCulling)(__int64 a1, __int64 a2, unsigned int a3, unsigned int a4, __int64 a5, __int64 a6, __int64 a7) = (__int64 (*)(__int64 a1, __int64 a2, unsigned int a3, unsigned int a4, __int64 a5, __int64 a6, __int64 a7))p_CalcPropStaticFrustumCulling.GetPtr(); /*48 8B C4 44 89 40 18 48 89 50 10 55*/
}
__int64 __fastcall HCalcPropStaticFrustumCulling(__int64 a1, __int64 a2, unsigned int a3, unsigned int a4, __int64 a5, __int64 a6, __int64 a7);
void BspLib_Attach();
void BspLib_Detach();
///////////////////////////////////////////////////////////////////////////////
class HBspLib : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: CalcPropStaticFrustumCulling : 0x" << std::hex << std::uppercase << p_CalcPropStaticFrustumCulling.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HBspLib);