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* 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!).
50 lines
2.7 KiB
C++
50 lines
2.7 KiB
C++
#pragma once
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#include "IConVar.h"
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namespace
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{
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/* ==== CONCOMMANDCALLBACK ============================================================================================================================================== */
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#if defined (GAMEDLL_S1)
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ADDRESS p_Map_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x18\x55\x41\x56\x41\x00\x00\x00\x00\x40\x02", "xxxxxxxxx????xx");
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void (*Map_Callback)(CCommand* cmd, char a2) = (void (*)(CCommand*, char))p_Map_Callback.GetPtr(); /*48 89 5C 24 18 55 41 56 41 ?? ?? ?? ?? 40 02*/
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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ADDRESS p_Map_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x55\x41\x56\x41\x57\x48\x81\xEC\x00\x00\x00\x00\x83\x3D", "xxxxxxxxx????xx");
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void (*Map_Callback)(CCommand* cmd, char a2) = (void (*)(CCommand*, char))p_Map_Callback.GetPtr(); /*40 55 41 56 41 57 48 81 EC ?? ?? ?? ?? 83 3D*/
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#endif
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ADDRESS p_DownloadPlaylists_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x33\xC9\xC6\x05\x00\x00\x00\x00\x00\xE9\x00\x00\x00\x00", "xxxx?????x????");
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void (*DownloadPlaylists_Callback)() = (void(*)())p_DownloadPlaylists_Callback.GetPtr(); /*33 C9 C6 05 ?? ?? ?? ?? ?? E9 ?? ?? ?? ??*/
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}
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///////////////////////////////////////////////////////////////////////////////
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#ifndef DEDICATED
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void _CGameConsole_f_CompletionFunc(const CCommand& cmd);
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void _CCompanion_f_CompletionFunc(const CCommand& cmd);
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#endif // !DEDICATED
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void _Kick_f_CompletionFunc(CCommand* cmd);
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void _KickID_f_CompletionFunc(CCommand* cmd);
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void _Ban_f_CompletionFunc(CCommand* cmd);
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void _BanID_f_CompletionFunc(CCommand* cmd);
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void _Unban_f_CompletionFunc(CCommand* cmd);
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void _ReloadBanList_f_CompletionFunc(CCommand* cmd);
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void _RTech_GenerateGUID_f_CompletionFunc(CCommand* cmd);
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void _RTech_Decompress_f_CompletionFunc(CCommand* cmd);
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void _VPK_Decompress_f_CompletionFunc(CCommand* cmd);
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void _NET_TraceNetChan_f_CompletionFunc(CCommand* cmd);
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void _NET_SetKey_f_CompletionFunc(CCommand* cmd);
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void _NET_GenerateKey_f_CompletionFunc(CCommand* cmd);
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///////////////////////////////////////////////////////////////////////////////
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class HCompletion : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: Map_Callback : 0x" << std::hex << std::uppercase << p_Map_Callback.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: DownloadPlaylists_Callback : 0x" << std::hex << std::uppercase << p_DownloadPlaylists_Callback.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HCompletion);
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