mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY). Also cleaned up some unused code/extraneous comments. Slightly increased performance by purging duplicate patterns. Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
107 lines
5.5 KiB
C++
107 lines
5.5 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* rcx, void* rdx, float time);
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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) const;
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FORCEINLINE void Think(void) const;
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FORCEINLINE void GameShutDown(void);
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FORCEINLINE void UnloadPakFile(void) const;
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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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public:
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HostStates_t m_iCurrentState; //0x0000
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HostStates_t m_iNextState; //0x0004
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Vector3 m_vecLocation; //0x0008
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QAngle m_angLocation; //0x0014
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char m_levelName[64]; //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* rcx, void* rdx, float time)>();
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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, void* pUnused, 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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extern bool g_bLevelResourceInitialized;
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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 HHostState : 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: CHostState::FrameUpdate : 0x" << std::hex << std::uppercase << p_CHostState_FrameUpdate.GetPtr() << std::setw(nPad) << " |" << std::endl;
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std::cout << "| FUN: CHostState::State_Run : 0x" << std::hex << std::uppercase << p_CHostState_State_Run.GetPtr() << std::setw(nPad) << " |" << std::endl;
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std::cout << "| FUN: CHostState::State_GameShutDown : 0x" << std::hex << std::uppercase << p_CHostState_State_GameShutDown.GetPtr() << std::setw(nPad) << " |" << std::endl;
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std::cout << "| VAR: g_pHostState : 0x" << std::hex << std::uppercase << g_pHostState << std::setw(0) << " |" << 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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{
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p_CHostState_FrameUpdate = g_mGameDll.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_mGameDll.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_GameShutDown = g_mGameDll.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) || defined (GAMEDLL_S3)
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p_CHostState_State_GameShutDown = g_mGameDll.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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CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState*, void*, 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*, void*, 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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}
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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(HHostState);
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