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75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
#pragma once
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#include "public/edict.h"
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#include "public/eiface.h"
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/* ==== CVENGINESERVER ================================================================================================================================================== */
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inline CMemory p_IVEngineServer__PersistenceAvailable;
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inline auto IVEngineServer__PersistenceAvailable = p_IVEngineServer__PersistenceAvailable.RCast<bool (*)(void* entidx, int clientidx)>();
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inline bool* m_bIsDedicated = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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struct ServerPlayer_t
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{
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ServerPlayer_t(void)
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: m_flCurrentNetProcessTime(0.0)
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, m_flLastNetProcessTime(0.0)
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, m_flStringCommandQuotaTimeStart(0.0)
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, m_nStringCommandQuotaCount(0)
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, m_bPersistenceEnabled(false)
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{}
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inline void Reset(void)
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{
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m_flCurrentNetProcessTime = 0.0;
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m_flLastNetProcessTime = 0.0;
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m_flStringCommandQuotaTimeStart = 0.0;
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m_nStringCommandQuotaCount = 0;
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m_bPersistenceEnabled = false;
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}
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double m_flCurrentNetProcessTime;
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double m_flLastNetProcessTime;
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double m_flStringCommandQuotaTimeStart;
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int m_nStringCommandQuotaCount;
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bool m_bPersistenceEnabled;
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};
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extern ServerPlayer_t g_ServerPlayer[MAX_PLAYERS];
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class CVEngineServer : public IVEngineServer
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{
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public:
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static bool PersistenceAvailable(void* entidx, int clientidx);
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// Implementation in GameDLL.
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};
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extern CVEngineServer* g_pEngineServer;
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extern IVEngineServer* g_pEngineServerVFTable;
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///////////////////////////////////////////////////////////////////////////////
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class HVEngineServer : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogConAdr("CVEngineServer::`vftable'", reinterpret_cast<uintptr_t>(g_pEngineServerVFTable));
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LogFunAdr("CVEngineServer::PersistenceAvailable", p_IVEngineServer__PersistenceAvailable.GetPtr());
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LogVarAdr("m_bIsDedicated", reinterpret_cast<uintptr_t>(m_bIsDedicated)); // !TODO: part of CServer!
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}
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virtual void GetFun(void) const
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{
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p_IVEngineServer__PersistenceAvailable = g_GameDll.FindPatternSIMD("3B 15 ?? ?? ?? ?? 7D 33");
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IVEngineServer__PersistenceAvailable = p_IVEngineServer__PersistenceAvailable.RCast<bool (*)(void*, int)>();
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}
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virtual void GetVar(void) const
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{
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CMemory pEngineServerVFTable = g_GameDll.GetVirtualMethodTable(".?AVCVEngineServer@@", 0);
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g_pEngineServerVFTable = pEngineServerVFTable.RCast<CVEngineServer*>();
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m_bIsDedicated = pEngineServerVFTable.WalkVTableSelf(3).DerefSelf().ResolveRelativeAddress(0x3, 0x7).RCast<bool*>();
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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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