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Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
#pragma once
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#include "game/server/ai_node.h"
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//-----------------------------------------------------------------------------
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// CAI_Network
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//
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// Purpose: Stores a node graph through which an AI may pathfind
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//-----------------------------------------------------------------------------
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class CAI_Network
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{
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public:
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static void DebugConnectMsg(int node1, int node2, const char* pszFormat, ...);
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void* GetVTable(void) const;
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int NumLinks(void) const;
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int NumZones(void) const;
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int NumHints(void) const;
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int NumScriptNodes(void) const;
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int NumPathNodes(void) const;
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short GetHint(int nIndex) const;
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CAI_ScriptNode* GetScriptNodes(void) const;
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CAI_Node* AddPathNode(const Vector3D* origin, const float jaw);
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CAI_Node* GetPathNode(int id) const;
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CAI_NodeLink* CreateNodeLink(int srcID, int destID);
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public:
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void* m_pVTable; // <-- 'this'.
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int m_iNumLinks; // +0x0008
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int m_nUnk0;
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CAI_HullData m_HullData[MAX_HULLS];
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int m_iNumZones; // +0x0088
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int m_iUnkCount0;
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int m_iUnkCount1;
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int m_iUnkCount2;
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int m_iUnkCount4;
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// unk8 on disk
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int unk5; // +0x009C
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char unk6[0x4]; // +0x00A0
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int m_iNumHints; // +0x00A4
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short m_Hints[0x7D0]; // +0x00A8 <-- '2000' hints.
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CAI_ScriptNode* m_ScriptNode; // +0x1048 <-- '[r5apex_ds.exe + 0xc6fd39]'.
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int m_iNumScriptNodes; // +0x1050
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char pad0[0x14]; // +0x1054 <-- !TODO
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int m_iNumNodes; // +0x1070
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CAI_Node** m_pAInode; // +0x1078
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};
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inline CAI_Network** g_pAINetwork = nullptr;
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inline CMemory p_CAI_Network__AddPathNode;
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inline CAI_Node*(*v_CAI_Network__AddPathNode)(CAI_Network* pNetwork, const Vector3D* origin, float yaw);
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inline CMemory p_CAI_Network__CreateNodeLink;
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inline CAI_NodeLink* (*v_CAI_Network__CreateNodeLink)(CAI_Network* pNetwork, int srcID, int destID);
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inline CMemory p_CAI_Network__DebugConnectMsg;
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inline void(*v_CAI_Network__DebugConnectMsg)(int node1, int node2, const char* pszformat, ...);
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///////////////////////////////////////////////////////////////////////////////
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class VAI_Network : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CAI_Network::AddPathNode", p_CAI_Network__AddPathNode.GetPtr());
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LogFunAdr("CAI_Network::CreateNodeLink", p_CAI_Network__CreateNodeLink.GetPtr());
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LogFunAdr("CAI_Network::DebugConnectMsg", p_CAI_Network__DebugConnectMsg.GetPtr());
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LogVarAdr("g_pAINetwork", reinterpret_cast<uintptr_t>(g_pAINetwork));
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}
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virtual void GetFun(void) const
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{
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p_CAI_Network__AddPathNode = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 30 48 8B B9 ?? ?? ?? ?? 48 8B F2 0F 29 74 24 ??");
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v_CAI_Network__AddPathNode = p_CAI_Network__AddPathNode.RCast<CAI_Node*(*)(CAI_Network*, const Vector3D*, float)>();
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p_CAI_Network__CreateNodeLink = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 57 41 56 48 83 EC 20 49 63 E8");
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v_CAI_Network__CreateNodeLink = p_CAI_Network__CreateNodeLink.RCast<CAI_NodeLink* (*)(CAI_Network*, int, int)>();
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p_CAI_Network__DebugConnectMsg = g_GameDll.FindPatternSIMD("4C 89 4C 24 ?? 48 83 EC 18");
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v_CAI_Network__DebugConnectMsg = p_CAI_Network__DebugConnectMsg.RCast<void (*)(int, int, const char*, ...)>();
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}
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virtual void GetVar(void) const
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{
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g_pAINetwork = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 4C 63 91 ?? ?? ?? ??").FindPatternSelf("48 8B").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CAI_Network**>();
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}
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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