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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!).
69 lines
4.8 KiB
C++
69 lines
4.8 KiB
C++
#pragma once
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#include "tier0/basetypes.h"
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namespace
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{
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/* ==== SQUIRREL ======================================================================================================================================================== */
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ADDRESS p_sq_pushbool = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x33\xC0\x48\xC7\x44\x24\x20\x08\x00\x00\x01\x48", "xxxxxxxxxxxxxxxx");
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void (*sq_pushbool)(void* sqvm, int val) = (void (*)(void*, int))p_sq_pushbool.GetPtr(); /*48 83 EC 38 33 C0 48 C7 44 24 20 08 00 00 01 48*/
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
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ADDRESS p_sq_pushstring = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x56\x48\x83\xEC\x30\x48\x8B\xF1\x48\x85\xD2\x0F\x84\x8C\x00", "xxxxxxxxxxxxxxxx");
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void (*sq_pushstring)(void* sqvm, const char* string, int len) = (void (*)(void*, const char*, int))p_sq_pushstring.GetPtr(); /*40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8C 00*/
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#elif defined (GAMEDLL_S3)
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ADDRESS p_sq_pushstring = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x56\x48\x83\xEC\x30\x48\x8B\xF1\x48\x85\xD2\x0F\x84\x8F\x00", "xxxxxxxxxxxxxxxx");
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void (*sq_pushstring)(void* sqvm, const char* string, int len) = (void (*)(void*, const char*, int))p_sq_pushstring.GetPtr(); /*40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8F 00*/
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#endif
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ADDRESS p_sq_pushinteger = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x33\xC0\x48\xC7\x44\x24\x20\x02\x00\x00\x05\x48", "xxxxxxxxxxxxxxxx");
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void (*sq_pushinteger)(void* sqvm, int val) = (void (*)(void*, int))p_sq_pushinteger.GetPtr(); /*48 83 EC 38 33 C0 48 C7 44 24 20 02 00 00 05 48*/
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ADDRESS p_sq_newarray = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x08\x57\x48\x83\xEC\x30\x48\x8B\xD9\x48\xC7\x44\x24\x20\x40", "xxxxxxxxxxxxxxxxxxx");
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void (*sq_newarray)(void* sqvm, int size) = (void (*)(void*, int))p_sq_newarray.GetPtr(); /*48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 40*/
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ADDRESS p_sq_arrayappend = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x20\x8B\x41\x00\x48\x8B\xD9\x2B\x41\x00\x83\xF8\x02\x7D", "xxxxxxxx?xxxxx?xxxx");
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void (*sq_arrayappend)(void* sqvm, int idx) = (void (*)(void*, int))p_sq_arrayappend.GetPtr(); /*40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D*/
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ADDRESS p_sq_newtable = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x08\x57\x48\x83\xEC\x30\x48\x8B\xD9\x48\xC7\x44\x24\x20\x20", "xxxxxxxxxxxxxxxxxxx");
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void (*sq_newtable)(void* sqvm) = (void (*)(void*))p_sq_newtable.GetPtr(); /*48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 20*/
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ADDRESS p_sq_newslot = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x30\x44\x8B\x49\x00\x48\x8B\xD9\x41\x8B\xC1", "xxxxxxxxx?xxxxxx");
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void (*sq_newslot)(void* sqvm, int idx) = (void (*)(void*, int))p_sq_newslot.GetPtr(); /*40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D*/
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}
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///////////////////////////////////////////////////////////////////////////////
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char* hsq_getstring(void* sqvm, int i);
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int hsq_getinteger(void* sqvm, int i);
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void hsq_pushbool(void* sqvm, int val);
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void hsq_pushstring(void* sqvm, const char* string, int len);
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void hsq_pushinteger(void* sqvm, int val);
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void hsq_newarray(void* sqvm, int size);
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void hsq_arrayappend(void* sqvm, int idx);
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void hsq_newtable(void* sqvm);
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void hsq_newslot(void* sqvm, int idx);
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void SQAPI_Attach();
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void SQAPI_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class HSqapi : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: sq_pushbool : 0x" << std::hex << std::uppercase << p_sq_pushbool.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_pushstring : 0x" << std::hex << std::uppercase << p_sq_pushstring.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_pushinteger : 0x" << std::hex << std::uppercase << p_sq_pushinteger.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_newarray : 0x" << std::hex << std::uppercase << p_sq_newarray.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_arrayappend : 0x" << std::hex << std::uppercase << p_sq_arrayappend.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_newtable : 0x" << std::hex << std::uppercase << p_sq_newtable.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: sq_newslot : 0x" << std::hex << std::uppercase << p_sq_newslot.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(HSqapi);
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