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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!).
32 lines
2.6 KiB
C++
32 lines
2.6 KiB
C++
#pragma once
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#include "client/cdll_engine_int.h"
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namespace
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{
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/* ==== CMATSYSTEMSURFACE =============================================================================================================================================== */
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ADDRESS p_CMatSystemSurface_DrawColoredText = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x4C\x8B\xDC\x48\x83\xEC\x68\x49\x8D\x43\x58\x0F\x57\xC0", "xxxxxxxxxxxxxx"); /*4C 8B DC 48 83 EC 68 49 8D 43 58 0F 57 C0*/
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void* (*CMatSystemSurface_DrawColoredText)(void* thisptr, int font, int fontHeight, int offsetX, int offsetY, int red, int green, int blue, int alpha, const char* text, ...) = (void* (*)(void*, int, int, int, int, int, int, int, int, const char*, ...))p_CMatSystemSurface_DrawColoredText.GetPtr();
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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ADDRESS p_CMatSystemSurface_Unknown0 = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\x0D\x00\x00\x00\x00\x48\x8B\x01\x48\xFF\xA0\x18\x01\x00\x00", "xxx????xxxxxxxxxx"); /*48 8B 0D ?? ?? ?? ?? 48 8B 01 48 FF A0 18 01 00 00*/
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std::int64_t(*CMatSystemSurface_Unknown0)() = (std::int64_t(*)())p_CMatSystemSurface_Unknown0.GetPtr(); // [ AMOS ] DELETE
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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ADDRESS p_CMatSystemSurface_Unknown0 = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\x0D\x00\x00\x00\x00\x48\x8B\x01\x48\xFF\xA0\x20\x01\x00\x00", "xxx????xxxxxxxxxx"); /*48 8B 0D ?? ?? ?? ?? 48 8B 01 48 FF A0 20 01 00 00*/
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void*(*CMatSystemSurface_Unknown0)() = (void*(*)())p_CMatSystemSurface_Unknown0.GetPtr(); // [ AMOS ] DELETE
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#endif
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ADDRESS g_pMatSystemSurface = p_CHLClient_PostInit.FindPatternSelf("48 83 3D", ADDRESS::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x8).GetPtr();
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}
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///////////////////////////////////////////////////////////////////////////////
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class HMatSystemSurface : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: CMatSystemSurface::DrawColoredText : 0x" << std::hex << std::uppercase << p_CMatSystemSurface_DrawColoredText.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: CMatSystemSurface::Unknown0 : 0x" << std::hex << std::uppercase << p_CMatSystemSurface_Unknown0.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| VAR: g_pMatSystemSurface : 0x" << std::hex << std::uppercase << g_pMatSystemSurface.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(HMatSystemSurface);
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