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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
27 lines
1.5 KiB
C++
27 lines
1.5 KiB
C++
#pragma once
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#include "tier0/basetypes.h"
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namespace
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{
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/* ==== STRYDER ================================================================================================================================================ */
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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ADDRESS p_Stryder_StitchRequest = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x53\x57\x41\x56\x48\x81\xEC\x20", "xxxxxxxxxxx");
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void* (*Stryder_StitchRequest)(void* a1) = (void* (*)(void*))p_Stryder_StitchRequest.GetPtr(); /*48 8B C4 53 57 41 56 48 81 EC 20*/
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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ADDRESS p_Stryder_StitchRequest = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x08\x48\x89\x6C\x24\x10\x48\x89\x74\x24\x18\x57\x48\x83\xEC\x20\x48\x8B\xF9\xE8\xB4", "xxxxxxxxxxxxxxxxxxxxxxxxx");
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void* (*Stryder_StitchRequest)(void* a1) = (void* (*)(void*))p_Stryder_StitchRequest.GetPtr(); /*48 89 5C 24 08 48 89 6C 24 10 48 89 74 24 18 57 48 83 EC 20 48 8B F9 E8 B4*/
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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class HStryder : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: Stryder_StitchRequest : 0x" << std::hex << std::uppercase << p_Stryder_StitchRequest.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HStryder); |