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* Dedicated SDK now supports ASLR enabled executables. * Complete removal of CEngineClient on the dedicated server. * Complete removal of gHLClient and g_pHLClient on the dedicated server. * Performance improvements for the dedicated server frame loop. * ConVar 'CVCallback_t' structure rebuild. * Reduced overhead throughout SDK.
25 lines
1.0 KiB
C++
25 lines
1.0 KiB
C++
#pragma once
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#include "tier1/IConVar.h"
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inline CMemory p_SetupGamemode = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x83\xEC\x20\x48\x8B\xD9\x48\xC7\xC0\x00\x00\x00\x00"), "xxxxxxxxxxxx????");
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inline auto SetupGamemode = p_SetupGamemode.RCast<bool(*)(const char* pszPlayList)>();
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bool MP_GameMode_Changed_f(ConVar* pVTable);
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///////////////////////////////////////////////////////////////////////////////
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class HCallback : public IDetour
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{
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virtual void GetAdr(void) const
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{
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std::cout << "| FUN: SetupGamemode : 0x" << std::hex << std::uppercase << p_SetupGamemode.GetPtr() << std::setw(nPad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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virtual void GetFun(void) const { }
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virtual void GetVar(void) const { }
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HCallback);
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