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114 lines
6.2 KiB
C++
114 lines
6.2 KiB
C++
#pragma once
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#include "mathlib/vector.h"
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enum class HostStates_t : int
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{
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HS_NEW_GAME = 0x0,
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HS_LOAD_GAME = 0x1,
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HS_CHANGE_LEVEL_SP = 0x2,
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HS_CHANGE_LEVEL_MP = 0x3,
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HS_RUN = 0x4,
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HS_GAME_SHUTDOWN = 0x5,
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HS_SHUTDOWN = 0x6,
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HS_RESTART = 0x7,
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};
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class CHostState
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{
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public:
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FORCEINLINE static void FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime);
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FORCEINLINE void LoadConfig(void) const;
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FORCEINLINE void Init(void);
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FORCEINLINE void Setup(void);
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FORCEINLINE void Think(void) const;
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FORCEINLINE void GameShutDown(void);
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FORCEINLINE void State_NewGame(void);
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FORCEINLINE void State_ChangeLevelSP(void);
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FORCEINLINE void State_ChangeLevelMP(void);
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FORCEINLINE void ResetLevelName(void);
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public:
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HostStates_t m_iCurrentState; //0x0000
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HostStates_t m_iNextState; //0x0004
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Vector3D m_vecLocation; //0x0008
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QAngle m_angLocation; //0x0014
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char m_levelName[MAX_MAP_NAME_HOST]; //0x0020
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char m_mapGroupName[256]; //0x0060
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char m_landMarkName[256]; //0x0160
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float m_flShortFrameTime; //0x0260
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bool m_bActiveGame; //0x0264
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bool m_bRememberLocation; //0x0265
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bool m_bBackgroundLevel; //0x0266
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bool m_bWaitingForConnection; //0x0267
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bool m_bSplitScreenConnect; //0x0268
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bool m_bGameHasShutDownAndFlushedMemory; //0x0269
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bool m_bWorkshopMapDownloadPending; //0x026A
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};
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/* ==== CHOSTSTATE ====================================================================================================================================================== */
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inline CMemory p_CHostState_FrameUpdate;
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inline auto CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState* pHostState, double flCurrentTime, float flFrameTime)>();
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inline CMemory p_CHostState_State_Run;
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inline auto CHostState_State_Run = p_CHostState_State_Run.RCast<void(*)(HostStates_t* pState, double flCurrentTime, float flFrameTime)>();
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inline CMemory p_CHostState_State_GameShutDown;
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inline auto CHostState_State_GameShutDown = p_CHostState_State_GameShutDown.RCast<void(*)(CHostState* thisptr)>();
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inline CMemory p_HostState_ChangeLevelMP;
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inline auto v_HostState_ChangeLevelMP = p_HostState_ChangeLevelMP.RCast<void(*)(char const* pNewLevel, char const* pLandmarkName)>();
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///////////////////////////////////////////////////////////////////////////////
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void CHostState_Attach();
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void CHostState_Detach();
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///////////////////////////////////////////////////////////////////////////////
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extern CHostState* g_pHostState;
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///////////////////////////////////////////////////////////////////////////////
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class VHostState : public IDetour
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{
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virtual void GetAdr(void) const
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{
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spdlog::debug("| FUN: CHostState::FrameUpdate : {:#18x} |\n", p_CHostState_FrameUpdate.GetPtr());
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spdlog::debug("| FUN: CHostState::State_Run : {:#18x} |\n", p_CHostState_State_Run.GetPtr());
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spdlog::debug("| FUN: CHostState::State_GameShutDown : {:#18x} |\n", p_CHostState_State_GameShutDown.GetPtr());
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spdlog::debug("| FUN: HostState_ChangeLevelMP : {:#18x} |\n", p_HostState_ChangeLevelMP.GetPtr());
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spdlog::debug("| VAR: g_pHostState : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pHostState));
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spdlog::debug("+----------------------------------------------------------------+\n");
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}
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virtual void GetFun(void) const
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{
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p_CHostState_FrameUpdate = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x08\x48\x89\x6C\x24\x20\xF3\x0F\x11\x54\x24\x18"), "xxxxxxxxxxxxxxxx");
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p_CHostState_State_Run = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\xC4\x48\x89\x58\x10\x48\x89\x70\x18\x48\x89\x78\x20\x55\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\xA8\x00\x00\x00\x00\x48\x81\xEC\x00\x00\x00\x00\x0F\x29\x70\xC8\x45\x33\xE4"), "xxxxxxxxxxxxxxxxxxxxxxxxxxx????xxx????xxxxxxx");
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x56\x48\x83\xEC\x20\x8B\x05\x00\x00\x00\x00\x48\x8B\xF1"), "xxxx?xxxxxxx????xxx");
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#elif defined (GAMEDLL_S2)
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p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\x8B\x05\x00\x00\x00\x00\x33\xFF\x48\x8B\xF1"), "xxxx?xxxx?xxxxxxx????xxxxx");
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#elif defined (GAMEDLL_S3)
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p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x57\x48\x83\xEC\x20\x48\x8B\xD9\xE8\x00\x00\x00\x00\x48\x8B\x0D\x00\x00\x00\x00"), "xxxx?xxxxxxxxx????xxx????");
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#endif
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p_HostState_ChangeLevelMP = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\x48\x8B\xF9\x48\x8B\xF2\x8B\x0D\x00\x00\x00\x00"), "xxxx?xxxx?xxxxxxxxxxxxx????");
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CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState*, double, float)>(); /*48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18*/
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CHostState_State_Run = p_CHostState_State_Run.RCast<void(*)(HostStates_t*, double, float)>(); /*48 8B C4 48 89 58 10 48 89 70 18 48 89 78 20 55 41 54 41 55 41 56 41 57 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 0F 29 70 C8 45 33 E4*/
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CHostState_State_GameShutDown = p_CHostState_State_GameShutDown.RCast<void(*)(CHostState* thisptr)>(); /*48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??*/
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v_HostState_ChangeLevelMP = p_HostState_ChangeLevelMP.RCast<void(*)(char const*, char const*)>(); /*48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F9 48 8B F2 8B 0D ? ? ? ?*/
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}
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virtual void GetVar(void) const
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{
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g_pHostState = p_CHostState_FrameUpdate.FindPattern("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHostState*>();
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}
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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(VHostState);
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