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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!).
79 lines
1.9 KiB
C++
79 lines
1.9 KiB
C++
//=============================================================================//
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//
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// Purpose: Squirrel API
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "squirrel/sqapi.h"
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char* hsq_getstring(void* sqvm, int i)
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{
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std::uintptr_t thisptr = reinterpret_cast<std::uintptr_t>(sqvm);
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return *(char**)(*(std::int64_t*)(thisptr + 0x58) + 0x10 * i + 0x8) + 0x40;
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}
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int hsq_getinteger(void* sqvm, int i)
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{
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std::uintptr_t thisptr = reinterpret_cast<std::uintptr_t>(sqvm);
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return *(int*)(*(std::int64_t*)(thisptr + 0x58) + 0x10 * i + 0x8);
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}
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void hsq_pushbool(void* sqvm, int val)
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{
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sq_pushbool(sqvm, val);
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}
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void hsq_pushstring(void* sqvm, const char* string, int len)
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{
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sq_pushstring(sqvm, const_cast<char*>(string), len);
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}
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void hsq_pushinteger(void* sqvm, int val)
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{
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sq_pushinteger(sqvm, val);
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}
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void hsq_newarray(void* sqvm, int size)
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{
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sq_newarray(sqvm, size);
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}
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void hsq_arrayappend(void* sqvm, int idx)
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{
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sq_arrayappend(sqvm, idx);
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}
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void hsq_newtable(void* sqvm)
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{
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sq_newtable(sqvm);
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}
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void hsq_newslot(void* sqvm, int idx)
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{
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sq_newslot(sqvm, idx);
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}
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void SQAPI_Attach()
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{
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DetourAttach((LPVOID*)&sq_pushbool, &hsq_pushbool);
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DetourAttach((LPVOID*)&sq_pushstring, &hsq_pushstring);
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DetourAttach((LPVOID*)&sq_pushinteger, &hsq_pushinteger);
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DetourAttach((LPVOID*)&sq_newarray, &hsq_newarray);
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DetourAttach((LPVOID*)&sq_arrayappend, &hsq_arrayappend);
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DetourAttach((LPVOID*)&sq_newtable, &hsq_newtable);
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DetourAttach((LPVOID*)&sq_newslot, &hsq_newslot);
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}
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void SQAPI_Detach()
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{
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DetourDetach((LPVOID*)&sq_pushbool, &hsq_pushbool);
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DetourDetach((LPVOID*)&sq_pushstring, &hsq_pushstring);
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DetourDetach((LPVOID*)&sq_pushinteger, &hsq_pushinteger);
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DetourDetach((LPVOID*)&sq_newarray, &hsq_newarray);
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DetourDetach((LPVOID*)&sq_arrayappend, &hsq_arrayappend);
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DetourDetach((LPVOID*)&sq_newtable, &hsq_newtable);
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DetourDetach((LPVOID*)&sq_newslot, &hsq_newslot);
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} |