r5sdk/r5dev/engine/sys_engine.h
Kawe Mazidjatari f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00

65 lines
2.5 KiB
C++

#pragma once
#include <public/iengine.h>
class CEngine : public IEngine
{
public:
static bool _Frame(CEngine* thisp);
private:
EngineState_t m_nDLLState;
EngineState_t m_nNextDLLState;
double m_flCurrentTime;
double m_flPreviousTime;
float m_flFrameTime;
float m_flPreviousFrameTime;
float m_flFilteredTime;
uint8_t gap2C[4];
int64_t field_30;
char field_38;
char field_39;
};
/* ==== CENGINE ======================================================================================================================================================= */
inline CMemory p_CEngine_Frame;
inline auto v_CEngine_Frame = p_CEngine_Frame.RCast<bool(*)(CEngine* thisp)>();
extern CEngine* g_pEngine;
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
class VEngine : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CEngine::Frame", p_CEngine_Frame.GetPtr());
LogVarAdr("g_Engine", reinterpret_cast<uintptr_t>(g_pEngine));
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CEngine_Frame = g_GameDll.FindPatternSIMD("40 55 53 56 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 8B F1");
#elif defined (GAMEDLL_S2)
p_CEngine_Frame = g_GameDll.FindPatternSIMD("48 8B C4 56 48 81 EC ?? ?? ?? ?? 0F 29 70 B8");
#else
p_CEngine_Frame = g_GameDll.FindPatternSIMD("48 8B C4 55 56 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 0F 29 70 B8");
#endif
v_CEngine_Frame = p_CEngine_Frame.RCast<bool(*)(CEngine* thisp)>();
}
virtual void GetVar(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
g_pEngine = g_GameDll.FindPatternSIMD("48 83 EC 28 80 B9 ?? ?? ?? ?? ?? 48 8B 15 ?? ?? ?? ??").FindPatternSelf("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 300).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CEngine*>();
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
g_pEngine = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 80 B9 ?? ?? ?? ?? ?? BB ?? ?? ?? ??").FindPatternSelf("48 8B ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CEngine*>();
#endif
}
virtual void GetCon(void) const { }
virtual void Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////