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https://github.com/Mauler125/r5sdk.git
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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.
106 lines
5.0 KiB
C++
106 lines
5.0 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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static void FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime);
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void LoadConfig(void) const;
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void Init(void);
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void Setup(void);
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void Think(void) const;
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void SetState(const HostStates_t newState);
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void GameShutDown(void);
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void State_NewGame(void);
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void State_ChangeLevelSP(void);
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void State_ChangeLevelMP(void);
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void ResetLevelName(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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Vector3D m_vecLocation; //0x0008
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QAngle m_angLocation; //0x0014
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char m_levelName[MAX_MAP_NAME_HOST]; //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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HostStates_t m_iServerState; //0x026C
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};
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/* ==== CHOSTSTATE ====================================================================================================================================================== */
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inline CMemory p_CHostState_FrameUpdate;
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inline void(*CHostState_FrameUpdate)(CHostState* pHostState, double flCurrentTime, float flFrameTime);
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inline CMemory p_CHostState_State_Run;
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inline void(*CHostState_State_Run)(HostStates_t* pState, double flCurrentTime, float flFrameTime);
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inline CMemory p_CHostState_State_GameShutDown;
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inline void(*CHostState_State_GameShutDown)(CHostState* thisptr);
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inline CMemory p_HostState_ChangeLevelMP;
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inline void(*v_HostState_ChangeLevelMP)(char const* pNewLevel, char const* pLandmarkName);
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///////////////////////////////////////////////////////////////////////////////
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extern CHostState* g_pHostState;
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///////////////////////////////////////////////////////////////////////////////
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class VHostState : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CHostState::FrameUpdate", p_CHostState_FrameUpdate.GetPtr());
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LogFunAdr("CHostState::State_Run", p_CHostState_State_Run.GetPtr());
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LogFunAdr("CHostState::State_GameShutDown", p_CHostState_State_GameShutDown.GetPtr());
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LogFunAdr("HostState_ChangeLevelMP", p_HostState_ChangeLevelMP.GetPtr());
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LogVarAdr("g_pHostState", reinterpret_cast<uintptr_t>(g_pHostState));
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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_GameDll.FindPatternSIMD("48 89 5C 24 08 48 89 6C 24 20 F3 0F 11 54 24 18");
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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");
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 56 48 83 EC 20 8B 05 ?? ?? ?? ?? 48 8B F1");
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#elif defined (GAMEDLL_S2)
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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");
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#elif defined (GAMEDLL_S3)
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p_CHostState_State_GameShutDown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8B D9 E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??");
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#endif
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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 ?? ?? ?? ??");
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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*/
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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*/
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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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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 ? ? ? ?*/
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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 Detour(const bool bAttach) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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