Amos 62604e8fe9 CAI related stuff (see description)
* Partially rebuild CGlobalVarsBase and CGlobalVars struct.
* Partially implement BuildAINFile (disk builder) written by BobTheBob9. All that needs to be found are the addresses/offsets for 'pUnkStruct0Count' and 'pUnkLinkStruct1Count' (see ai_node.h). I didn't have time for it yet.
* Patch call which restarts the engine once AIN file has been build (so it doesn't get cleared from memory).
* Temporarily patch write operation in 'Detours_LevelInit()' which writes out of scope since the navmesh structure is misaligned somewhere still with a few bytes.

NOTE: 'CAI_NetworkBuilder::BuildFile()' is for now commented out until the 2 other structs are found in the game dll. Once found then we could start fixing the struct offsets and hope it works as-is.
2022-02-27 03:15:00 +01:00

62 lines
2.6 KiB
C++

#pragma once
#ifndef DEDICATED
#include "launcher/IApplication.h"
#endif // !DEDICATED
#include "public/include/globalvars_base.h"
#include "engine/sv_main.h"
//-----------------------------------------------------------------------------
// Purpose: Defines the ways that a map can be loaded.
// Note : Only seems to get set and checked on 0 and 2: [r5apex_ds.exe + d55990d] for more details.
//-----------------------------------------------------------------------------
enum MapLoadType_t
{
MapLoad_NewGame = 0,
MapLoad_Background = 2
};
//-----------------------------------------------------------------------------
// Purpose: Global variables shared between the engine and the game .dll
//-----------------------------------------------------------------------------
class CGlobalVars : public CGlobalVarsBase
{
public:
// Current map
const char* m_pszMapName;
int m_nMapVersion;
char m_pad0[4];
const char* m_pszStartSpot; // Seems empty at all times.
MapLoadType_t m_eLoadType; // How the current map was loaded.
bool m_bMapLoadFailed; // Map has failed to load, we need to kick back to the main menu (unused?).
void* m_pUnk0; // r5apex_ds.exe 'CBaseServer::Clear() + 7E'
void* m_pUnk1; // r5apex_ds.exe 'CBaseServer::Clear() + 93'
void* m_pUnk2; // r5apex_ds.exe 'CServer::FrameJob() + 20'
void* m_pUnk3;
}; // Size 0x0098
namespace
{
CGlobalVars* g_ServerGlobalVariables = p_SV_InitGameDLL.Offset(0x0).FindPatternSelf("48 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVars*>();
#ifndef DEDICATED
CGlobalVarsBase* g_ClientGlobalVariables = p_CModAppSystemGroup_Create.Offset(0x0).FindPatternSelf("4C 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN, 8000).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVarsBase*>();
#endif // !DEDICATED
}
///////////////////////////////////////////////////////////////////////////////
class HEdict : public IDetour
{
virtual void debugp()
{
std::cout << "| VAR: g_ServerGlobalVariables : 0x" << std::hex << std::uppercase << g_ServerGlobalVariables << std::setw(0) << " |" << std::endl;
#ifndef DEDICATED
std::cout << "| VAR: g_ClientGlobalVariables : 0x" << std::hex << std::uppercase << g_ClientGlobalVariables << std::setw(0) << " |" << std::endl;
#endif // !DEDICATED
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HEdict);