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https://github.com/Mauler125/r5sdk.git
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116 lines
7.7 KiB
C++
116 lines
7.7 KiB
C++
//=============================================================================//
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//
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// Purpose:
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//
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//=============================================================================//
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#pragma once
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#include "game/server/ai_network.h"
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#include "game/server/detour_impl.h"
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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const int AINETWORK_OFFSET = 2808;
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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const int AINETWORK_OFFSET = 2840;
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#endif
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/* ==== CAI_NETWORKMANAGER ============================================================================================================================================== */
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inline CMemory p_CAI_NetworkManager__ShouldRebuild = nullptr;
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inline auto CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast<void* (*)(void* thisptr, CAI_Network* pNetwork, void* a3, int a4)>();
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr;
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inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void* thisptr, void* pBuffer, const char* pszFileName, int a4)>();
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr;
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inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void* thisptr, void* pBuffer, const char* pszFileName)>();
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#endif
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/* ==== CAI_NETWORKBUILDER ============================================================================================================================================== */
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inline CMemory p_CAI_NetworkBuilder__Build;
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inline auto CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast<void* (*)(void* thisptr, CAI_Network* pNetwork, void* a3, int a4)>();
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inline int * g_nAiNodeClusters = nullptr;
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inline AINodeClusters *** g_pppAiNodeClusters = nullptr;
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inline int * g_nAiNodeClusterLinks = nullptr;
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inline AINodeClusterLinks*** g_pppAiNodeClusterLinks = nullptr;
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void CAI_NetworkManager_Attach();
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void CAI_NetworkManager_Detach();
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//-----------------------------------------------------------------------------
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// CAI_NetworkBuilder
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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class CAI_NetworkBuilder
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{
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public:
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static void Build(CAI_NetworkBuilder* pBuilder, CAI_Network* pAINetwork, void* a3, int a4);
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static void SaveNetworkGraph(CAI_Network* pNetwork);
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};
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//-----------------------------------------------------------------------------
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// CAI_NetworkManager
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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class CAI_NetworkManager
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{
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public:
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static void LoadNetworkGraph(CAI_NetworkManager* pAINetworkManager, void* pBuffer, const char* szAIGraphFile);
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};
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///////////////////////////////////////////////////////////////////////////////
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class VAI_NetworkManager : public IDetour
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{
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virtual void GetAdr(void) const
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{
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spdlog::debug("| FUN: CAI_NetworkManager::LoadNetworkGraph : {:#18x} |\n", p_CAI_NetworkManager__ShouldRebuild.GetPtr());
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spdlog::debug("| FUN: CAI_NetworkManager::ShouldRebuild : {:#18x} |\n", p_CAI_NetworkManager__ShouldRebuild.GetPtr());
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spdlog::debug("| FUN: CAI_NetworkBuilder::Build : {:#18x} |\n", p_CAI_NetworkBuilder__Build.GetPtr() );
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spdlog::debug("| VAR: g_nAiNodeClusters : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nAiNodeClusters ));
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spdlog::debug("| VAR: g_pppAiNodeClusters : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pppAiNodeClusters ));
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spdlog::debug("| VAR: g_nAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nAiNodeClusterLinks ));
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spdlog::debug("| VAR: g_pppAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pppAiNodeClusterLinks));
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spdlog::debug("+----------------------------------------------------------------+\n");
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}
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virtual void GetFun(void) const
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{
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p_CAI_NetworkManager__ShouldRebuild = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x83\xEC\x20\x48\x8B\xD9\x48\x8B\x0D\x00\x00\x00\x00\x8B\x41\x6C"), "xxxxxxxxxxxx????xxx");
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x57\x41\x54\x41\x55\x41\x56"), "xxxx?xxxx?xxxxxxxxx");
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CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void*, void*, const char*, int)>(); /*4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 57 41 54 41 55 41 56*/
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\x6C\x24\x00\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xFA"), "xxxx?xxxx?xxxxxxxxxxxxxxxx?xxx????xxx");
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CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void*, void*, const char*)>(); /*4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 48 8B FA*/
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#endif
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x4C\x24\x00\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x30\x48\x63\xBA\x00\x00\x00\x00"), "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxxxxxx????");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x53\x55\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x38\x8B\xB2\x00\x00\x00\x00"), "xxxx?xxxx?xxxxxxxxxxxxxxxxxx????");
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#endif
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CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast<void* (*)(void*, CAI_Network*, void*, int)>(); /*40 53 48 83 EC 20 48 8B D9 48 8B 0D ?? ?? ?? ?? 8B 41 6C*/
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CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast<void* (*)(void*, CAI_Network*, void*, int)>(); /*48 89 54 24 ?? 48 89 4C 24 ?? 53 55 56 57 41 54 41 55 41 56 41 57 48 83 EC 38 8B B2 ?? ?? ?? ??*/
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}
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virtual void GetVar(void) const
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{
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g_nAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x0F\xBF\x12"), "xxxx")
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.FindPatternSelf("83 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x7).RCast<int*>();
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g_pppAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx")
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.FindPatternSelf("48 8B 35", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<AINodeClusters***>();
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g_nAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x49\xFF\xC0\x48\x83\xC2\x04\x4D\x3B\xC2\x7C\xD4"), "xxxxxxxxxxxx")
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.FindPatternSelf("8B 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x6).RCast<int*>();
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g_pppAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx")
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.FindPatternSelf("4C 8B 1D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<AINodeClusterLinks***>();
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}
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(VAI_NetworkManager);
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