r5sdk/r5dev/engine/host_state.h
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
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.
2024-04-05 16:41:09 +02:00

106 lines
5.0 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:
static void FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime);
void LoadConfig(void) const;
void Init(void);
void Setup(void);
void Think(void) const;
void SetState(const HostStates_t newState);
void GameShutDown(void);
void State_NewGame(void);
void State_ChangeLevelSP(void);
void State_ChangeLevelMP(void);
void ResetLevelName(void);
public:
HostStates_t m_iCurrentState; //0x0000
HostStates_t m_iNextState; //0x0004
Vector3D m_vecLocation; //0x0008
QAngle m_angLocation; //0x0014
char m_levelName[MAX_MAP_NAME_HOST]; //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
HostStates_t m_iServerState; //0x026C
};
/* ==== CHOSTSTATE ====================================================================================================================================================== */
inline CMemory p_CHostState_FrameUpdate;
inline void(*CHostState_FrameUpdate)(CHostState* pHostState, double flCurrentTime, float flFrameTime);
inline CMemory p_CHostState_State_Run;
inline void(*CHostState_State_Run)(HostStates_t* pState, double flCurrentTime, float flFrameTime);
inline CMemory p_CHostState_State_GameShutDown;
inline void(*CHostState_State_GameShutDown)(CHostState* thisptr);
inline CMemory p_HostState_ChangeLevelMP;
inline void(*v_HostState_ChangeLevelMP)(char const* pNewLevel, char const* pLandmarkName);
///////////////////////////////////////////////////////////////////////////////
extern CHostState* g_pHostState;
///////////////////////////////////////////////////////////////////////////////
class VHostState : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CHostState::FrameUpdate", p_CHostState_FrameUpdate.GetPtr());
LogFunAdr("CHostState::State_Run", p_CHostState_State_Run.GetPtr());
LogFunAdr("CHostState::State_GameShutDown", p_CHostState_State_GameShutDown.GetPtr());
LogFunAdr("HostState_ChangeLevelMP", p_HostState_ChangeLevelMP.GetPtr());
LogVarAdr("g_pHostState", reinterpret_cast<uintptr_t>(g_pHostState));
}
virtual void GetFun(void) const
{
p_CHostState_FrameUpdate = g_GameDll.FindPatternSIMD("48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18");
p_CHostState_State_Run = g_GameDll.FindPatternSIMD("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");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 56 48 83 EC 20 8B 05 ?? ?? ?? ?? 48 8B F1");
#elif defined (GAMEDLL_S2)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 8B 05 ?? ?? ?? ?? 33 FF 48 8B F1");
#elif defined (GAMEDLL_S3)
p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??");
#endif
p_HostState_ChangeLevelMP = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 48 8B F2 8B 0D ?? ?? ?? ??");
CHostState_FrameUpdate = p_CHostState_FrameUpdate.RCast<void(*)(CHostState*, double, 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*, double, 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 ?? ?? ?? ??*/
v_HostState_ChangeLevelMP = p_HostState_ChangeLevelMP.RCast<void(*)(char const*, char const*)>(); /*48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F9 48 8B F2 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 Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////