r5sdk/r5dev/game/server/gameinterface.h
Kawe Mazidjatari cae5037324 Initial fix for older game builds
SDK compiles and works for the S1 game now, still needs to be debugged further.
2023-03-01 00:09:38 +01:00

92 lines
3.8 KiB
C++

//=============================================================================//
//
// Purpose: Interface server dll virtual functions to the SDK.
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEINTERFACE_H
#define GAMEINTERFACE_H
#include "public/eiface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ServerClass;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameDLL
{
public:
void GameInit(void);
void PrecompileScriptsJob(void);
void LevelShutdown(void);
void GameShutdown(void);
float GetTickInterval(void);
ServerClass* GetAllServerClasses(void);
static void __fastcall OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat);
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameClients : public IServerGameClients
{
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameEnts : public IServerGameEnts
{
};
inline CMemory p_CServerGameDLL__OnReceivedSayTextMessage;
inline auto CServerGameDLL__OnReceivedSayTextMessage = p_CServerGameDLL__OnReceivedSayTextMessage.RCast<void(__fastcall*)(void* thisptr, int senderId, const char* text, bool isTeamChat)>();
inline CMemory p_RunFrameServer;
inline auto v_RunFrameServer = p_RunFrameServer.RCast<void(*)(double flFrameTime, bool bRunOverlays, bool bUniformUpdate)>();
extern CServerGameDLL* g_pServerGameDLL;
extern CServerGameClients* g_pServerGameClients;
extern CServerGameEnts* g_pServerGameEntities;
extern CGlobalVars** g_pGlobals;
///////////////////////////////////////////////////////////////////////////////
class VServerGameDLL : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CServerGameDLL::OnReceivedSayTextMessage", p_CServerGameDLL__OnReceivedSayTextMessage.GetPtr());
LogFunAdr("RunFrameServer", p_RunFrameServer.GetPtr());
LogVarAdr("g_pServerGameDLL", reinterpret_cast<uintptr_t>(g_pServerGameDLL));
LogVarAdr("g_pServerGameClients", reinterpret_cast<uintptr_t>(g_pServerGameClients));
LogVarAdr("g_pServerGameEntities", reinterpret_cast<uintptr_t>(g_pServerGameEntities));
LogVarAdr("g_pGlobals", reinterpret_cast<uintptr_t>(g_pGlobals));
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CServerGameDLL__OnReceivedSayTextMessage = g_GameDll.FindPatternSIMD("40 55 57 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 4C 8B 15 ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CServerGameDLL__OnReceivedSayTextMessage = g_GameDll.FindPatternSIMD("85 D2 0F 8E ?? ?? ?? ?? 4C 8B DC");
#endif
CServerGameDLL__OnReceivedSayTextMessage = p_CServerGameDLL__OnReceivedSayTextMessage.RCast<void(__fastcall*)(void* thisptr, int senderId, const char* text, bool isTeamChat)>();
p_RunFrameServer = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??");
v_RunFrameServer = p_RunFrameServer.RCast<void(*)(double, bool, bool)>();
}
virtual void GetVar(void) const
{
g_pGlobals = g_GameDll.FindPatternSIMD("4C 8B 0D ?? ?? ?? ?? 48 8B D1").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVars**>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////
#endif // GAMEINTERFACE_H