r5sdk/r5dev/vguimatsurface/MatSystemSurface.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

32 lines
2.6 KiB
C++

#pragma once
#include "client/cdll_engine_int.h"
namespace
{
/* ==== CMATSYSTEMSURFACE =============================================================================================================================================== */
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*/
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();
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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*/
std::int64_t(*CMatSystemSurface_Unknown0)() = (std::int64_t(*)())p_CMatSystemSurface_Unknown0.GetPtr(); // [ AMOS ] DELETE
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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*/
void*(*CMatSystemSurface_Unknown0)() = (void*(*)())p_CMatSystemSurface_Unknown0.GetPtr(); // [ AMOS ] DELETE
#endif
ADDRESS g_pMatSystemSurface = p_CHLClient_PostInit.FindPatternSelf("48 83 3D", ADDRESS::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x8).GetPtr();
}
///////////////////////////////////////////////////////////////////////////////
class HMatSystemSurface : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: CMatSystemSurface::DrawColoredText : 0x" << std::hex << std::uppercase << p_CMatSystemSurface_DrawColoredText.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: CMatSystemSurface::Unknown0 : 0x" << std::hex << std::uppercase << p_CMatSystemSurface_Unknown0.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| VAR: g_pMatSystemSurface : 0x" << std::hex << std::uppercase << g_pMatSystemSurface.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HMatSystemSurface);