r5sdk/r5dev/engine/host_state.h
Kawe Mazidjatari e32cc6ae6a Code overhaul
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)
2022-04-18 03:35:08 +02:00

107 lines
5.5 KiB
C++

#pragma once
#include "mathlib/vector.h"
enum class HostStates_t : int
{
HS_NEW_GAME = 0x0,
HS_LOAD_GAME = 0x1,
HS_CHANGE_LEVEL_SP = 0x2,
HS_CHANGE_LEVEL_MP = 0x3,
HS_RUN = 0x4,
HS_GAME_SHUTDOWN = 0x5,
HS_SHUTDOWN = 0x6,
HS_RESTART = 0x7,
};
class CHostState
{
public:
FORCEINLINE static void FrameUpdate(CHostState* rcx, void* rdx, float time);
FORCEINLINE void LoadConfig(void) const;
FORCEINLINE void Init(void);
FORCEINLINE void Setup(void) const;
FORCEINLINE void Think(void) const;
FORCEINLINE void GameShutDown(void);
FORCEINLINE void UnloadPakFile(void) const;
FORCEINLINE void State_NewGame(void);
FORCEINLINE void State_ChangeLevelSP(void);
FORCEINLINE void State_ChangeLevelMP(void);
public:
HostStates_t m_iCurrentState; //0x0000
HostStates_t m_iNextState; //0x0004
Vector3 m_vecLocation; //0x0008
QAngle m_angLocation; //0x0014
char m_levelName[64]; //0x0020
char m_mapGroupName[256]; //0x0060
char m_landMarkName[256]; //0x0160
float m_flShortFrameTime; //0x0260
bool m_bActiveGame; //0x0264
bool m_bRememberLocation; //0x0265
bool m_bBackgroundLevel; //0x0266
bool m_bWaitingForConnection; //0x0267
bool m_bSplitScreenConnect; //0x0268
bool m_bGameHasShutDownAndFlushedMemory; //0x0269
bool m_bWorkshopMapDownloadPending; //0x026A
};
/* ==== CHOSTSTATE ====================================================================================================================================================== */
inline CMemory p_CHostState_FrameUpdate;
inline auto CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState* rcx, void* rdx, float time)>();
inline CMemory p_CHostState_State_Run;
inline auto CHostState_State_Run = p_CHostState_State_Run.RCast<void(*)(HostStates_t* pState, void* pUnused, float flFrameTime)>();
inline CMemory p_CHostState_State_GameShutDown;
inline auto CHostState_State_GameShutDown = p_CHostState_State_GameShutDown.RCast<void(*)(CHostState* thisptr)>();
extern bool g_bLevelResourceInitialized;
///////////////////////////////////////////////////////////////////////////////
void CHostState_Attach();
void CHostState_Detach();
///////////////////////////////////////////////////////////////////////////////
extern CHostState* g_pHostState;
///////////////////////////////////////////////////////////////////////////////
class HHostState : public IDetour
{
virtual void GetAdr(void) const
{
std::cout << "| FUN: CHostState::FrameUpdate : 0x" << std::hex << std::uppercase << p_CHostState_FrameUpdate.GetPtr() << std::setw(nPad) << " |" << std::endl;
std::cout << "| FUN: CHostState::State_Run : 0x" << std::hex << std::uppercase << p_CHostState_State_Run.GetPtr() << std::setw(nPad) << " |" << std::endl;
std::cout << "| FUN: CHostState::State_GameShutDown : 0x" << std::hex << std::uppercase << p_CHostState_State_GameShutDown.GetPtr() << std::setw(nPad) << " |" << std::endl;
std::cout << "| VAR: g_pHostState : 0x" << std::hex << std::uppercase << g_pHostState << std::setw(0) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
virtual void GetFun(void) const
{
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");
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");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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????");
#endif
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*/
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*/
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 ?? ?? ?? ??*/
}
virtual void GetVar(void) const
{
g_pHostState = p_CHostState_FrameUpdate.FindPattern("48 8D ?? ?? ?? ?? 01", CMemory::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHostState*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HHostState);