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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!).
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
#pragma once
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#include "core/stdafx.h"
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#include "inputsystem/ButtonCode.h"
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class CInputSystem
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{
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public:
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void EnableInput(bool bEnabled)// @0x14039F100 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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{
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using OriginalFn = void(__thiscall*)(CInputSystem*, bool);
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(*reinterpret_cast<OriginalFn**>(this))[10](this, bEnabled);
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}
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void EnableMessagePump(bool bEnabled) // @0x14039F110 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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{
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using OriginalFn = void(__thiscall*)(CInputSystem*, bool);
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(*reinterpret_cast<OriginalFn**>(this))[11](this, bEnabled);
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}
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bool IsButtonDown(ButtonCode_t Button) // @0x1403A0140 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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{
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using OriginalFn = bool(__thiscall*)(CInputSystem*, ButtonCode_t);
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return (*reinterpret_cast<OriginalFn**>(this))[13](this, Button);
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}
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private:
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char pad_0000[16]; //0x0000
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public:
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bool m_bEnabled; //0x0010 IsInputEnabled variable.
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bool m_bPumpEnabled; //0x0011 EnabledMessagePump variable.
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};
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///////////////////////////////////////////////////////////////////////////////
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extern CInputSystem* g_pInputSystem
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;
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///////////////////////////////////////////////////////////////////////////////
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class HInputSystem : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| VAR: g_pInputSystem : 0x" << std::hex << std::uppercase << g_pInputSystem << std::setw(0) << " |" << 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(HInputSystem);
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