r5sdk/r5dev/engine/sys_engine.h
Kawe Mazidjatari 092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00

82 lines
2.8 KiB
C++

#pragma once
#include <launcher/IApplication.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CEngine;
///////////////////////////////////////////////////////////////////////////////
extern CEngine* g_pEngine;
enum class EngineState_t : int
{
DLL_INACTIVE = 0x0,
DLL_ACTIVE = 0x1,
DLL_CLOSE = 0x2,
DLL_RESTART = 0x3,
DLL_PAUSED = 0x4,
};
enum class EngineDllQuitting_t : int
{
QUIT_NOTQUITTING = 0x0,
QUIT_TODESKTOP = 0x1,
QUIT_RESTART = 0x2,
};
class CEngine
{
public:
bool Load(bool dedicated, const char* rootDir);
void Unload(void);
void SetNextState(EngineState_t iNextState);
EngineState_t GetState(void) const;
void Frame(void);
float GetFrameTime(void) const;
float GetPreviousTime(void);
__m128 GetCurTime(CEngine* thisPtr) const;
void SetQuitting(EngineDllQuitting_t quitDllState);
private:
void* vtable;
EngineState_t m_nDLLState;
EngineState_t m_nNextDLLState;
int64_t m_flCurrentTime;
int64_t m_flPreviousTime;
int m_flFrameTime;
int field_24;
int m_flFilteredTime;
uint8_t gap2C[4];
int64_t field_30;
char field_38;
char field_39;
};
/* ==== CENGINE ======================================================================================================================================================= */
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
inline static CModule g_pEngineBuffer = p_CModAppSystemGroup_Main.Offset(0x0).FindPatternSelf("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 300).ResolveRelativeAddressSelf(0x3, 0x7);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
inline static CMemory g_pEngineBuffer = p_CModAppSystemGroup_Main.Offset(0x0).FindPatternSelf("48 8B ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7);
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
class HEngine : public IDetour
{
virtual void GetAdr(void) const
{
std::cout << "| VAR: g_pEngine : 0x" << std::hex << std::uppercase << g_pEngineBuffer.GetPtr() << std::setw(nPad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
virtual void GetFun(void) const { }
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HEngine);