r5sdk/r5dev/engine/baseclient.h
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

28 lines
1.2 KiB
C++

#pragma once
namespace
{
/* ==== CBASECLIENT ===================================================================================================================================================== */
ADDRESS p_CBaseClient_Clear = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x41\x56\x41\x57\x48\x83\xEC\x20\x48\x8B\xD9\x48\x89\x74", "xxxxxxxxxxxxxxxx");
std::int64_t* (*CBaseClient_Clear)(std::int64_t client) = (std::int64_t * (*)(std::int64_t))p_CBaseClient_Clear.GetPtr(); /*40 53 41 56 41 57 48 83 EC 20 48 8B D9 48 89 74*/
}
///////////////////////////////////////////////////////////////////////////////
std::int64_t* HCBaseClient_Clear(std::int64_t client);
void CBaseClient_Attach();
void CBaseClient_Detach();
///////////////////////////////////////////////////////////////////////////////
class HBaseClient : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: CBaseClient::Clear : 0x" << std::hex << std::uppercase << p_CBaseClient_Clear.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HBaseClient);