r5sdk/r5dev/public/edict.h
Kawe Mazidjatari a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00

84 lines
3.4 KiB
C++

#pragma once
#ifndef DEDICATED
#include "launcher/IApplication.h"
#endif // !DEDICATED
#include "public/globalvars_base.h"
#ifndef CLIENT_DLL
#include "engine/server/sv_main.h"
#endif // !CLIENT_DLL
typedef uint16_t edict_t;
#define FL_EDICT_INVALID -1
//-----------------------------------------------------------------------------
// Purpose: Defines the ways that a map can be loaded.
// Note : Only seems to get set and checked on 0 and 2: [r5apex_ds.exe + d55990d] for more details.
//-----------------------------------------------------------------------------
enum MapLoadType_t
{
MapLoad_NewGame = 0,
MapLoad_Background = 2
};
//-----------------------------------------------------------------------------
// Purpose: Global variables shared between the engine and the game .dll
//-----------------------------------------------------------------------------
class CGlobalVars : public CGlobalVarsBase
{
public:
// Current map
const char* m_pszMapName;
int m_nMapVersion;
char m_pad0[4];
const char* m_pszStartSpot; // Seems empty at all times.
MapLoadType_t m_eLoadType; // How the current map was loaded.
bool m_bMapLoadFailed; // Map has failed to load, we need to kick back to the main menu (unused?).
int64_t* m_pInterlock; // r5apex_ds.exe 'CBaseServer::Clear() + 0x7E'
void* m_pUnk1; // r5apex_ds.exe 'CBaseServer::Clear() + 0x93'
void* m_pUnk2; // r5apex_ds.exe 'CServer::FrameJob() + 0x20'
void* m_pUnk3;
}; // Size 0x0098
#ifndef CLIENT_DLL
inline CGlobalVars* g_ServerGlobalVariables = nullptr;
#endif // !CLIENT_DLL
#ifndef DEDICATED
inline CGlobalVarsBase* g_ClientGlobalVariables = nullptr;
#endif // !DEDICATED
///////////////////////////////////////////////////////////////////////////////
class VEdict : public IDetour
{
virtual void GetAdr(void) const
{
#ifndef CLIENT_DLL
LogVarAdr("g_ServerGlobalVariables", reinterpret_cast<uintptr_t>(g_ServerGlobalVariables));
#endif // !CLIENT_DLL
#ifndef DEDICATED
LogVarAdr("g_ClientGlobalVariables", reinterpret_cast<uintptr_t>(g_ClientGlobalVariables));
#endif // !DEDICATED
}
virtual void GetFun(void) const { }
virtual void GetVar(void) const
{
#ifndef CLIENT_DLL
g_ServerGlobalVariables = g_GameDll.FindPatternSIMD("48 81 EC ?? ?? ?? ?? E8 ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ??")
.FindPatternSelf("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVars*>();
#endif // !CLIENT_DLL
#ifndef DEDICATED
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
g_ClientGlobalVariables = g_GameDll.FindPatternSIMD("48 8B C4 57 41 54 41 55 41 56 41 57 48 83 EC 60 48 C7 40 ?? ?? ?? ?? ?? 48 89 58 08")
.FindPatternSelf("4C 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 8000).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVarsBase*>();
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
g_ClientGlobalVariables = g_GameDll.FindPatternSIMD("48 8B C4 55 41 54 41 55 41 56 41 57 48 8B EC 48 83 EC 60")
.FindPatternSelf("4C 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 8000).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVarsBase*>();
#endif // GAME_DLL
#endif // !DEDICATED
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////