151 lines
5.8 KiB
C++
151 lines
5.8 KiB
C++
#pragma once
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// used: [d3d] api
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#include <d3d11.h>
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#include <dxgi1_2.h>
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// used: chookobject
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#include "../utilities/detourhook.h"
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#include "..\sdk\entity_handle.h"
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// used: viewmatrix_t
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#include "../sdk/datatypes/matrix.h"
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#include "../core/sdk.h"
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#include "../sdk/entity.h"
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#include "../core/silentvmt/ShadowVMT.h"
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#include "../core/silentvmt/InlineHook.h"
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namespace VTABLE
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{
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namespace D3D
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{
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enum
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{
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PRESENT = 8U,
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RESIZEBUFFERS = 13U,
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RESIZEBUFFERS_CSTYLE = 39U,
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};
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}
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namespace DXGI
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{
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enum
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{
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CREATESWAPCHAIN = 10U,
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};
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}
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namespace CLIENT
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{
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enum
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{
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CREATEMOVE = 5U,
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CAMERA = 7U,
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PREDICTION = 15U,
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MOUSEINPUTENABLED = 14U,
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FRAMESTAGENOTIFY = 33U,
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};
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}
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namespace INVENTORY
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{
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enum {
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EQUIPITEMLOADOUT = 54U,
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};
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}
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}
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class CNetInputMessage;
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class CRenderGameSystem;
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class IViewRender;
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class CCSGOInput;
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class CViewSetup;
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class IGameEvent;
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class C_BaseModelEntity;
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class material_data_t;
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class CGCClientSystem;
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class CGCClientSharedObjectTypeCache;
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class CCSGOInputHistoryEntryPB;
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class CCSInputMessage;
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namespace sigs {
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extern CSigScan GetHitboxSet;
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extern CSigScan HitboxToWorldTransforms;
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extern CSigScan ComputeHitboxSurroundingBox;
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extern CSigScan GetBoneName;
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} // namespace signatures
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namespace H
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{
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bool Setup();
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void Destroy();
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/* @section: handlers */
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// d3d11 & wndproc
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HRESULT WINAPI Present(IDXGISwapChain* pSwapChain, UINT uSyncInterval, UINT uFlags);
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HRESULT CS_FASTCALL ResizeBuffers(IDXGISwapChain* pSwapChain, std::uint32_t nBufferCount, std::uint32_t nWidth, std::uint32_t nHeight, DXGI_FORMAT newFormat, std::uint32_t nFlags);
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HRESULT WINAPI CreateSwapChain(IDXGIFactory* pFactory, IUnknown* pDevice, DXGI_SWAP_CHAIN_DESC* pDesc, IDXGISwapChain** ppSwapChain);
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long CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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// game's functions
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ViewMatrix_t* CS_FASTCALL GetMatrixForView(CRenderGameSystem* pRenderGameSystem, IViewRender* pViewRender, ViewMatrix_t* pOutWorldToView, ViewMatrix_t* pOutViewToProjection, ViewMatrix_t* pOutWorldToProjection, ViewMatrix_t* pOutWorldToPixels);
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bool CS_FASTCALL CreateMove(CCSGOInput* pInput, int nSlot, bool nUnk, std::byte nUnk2);
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void CS_FASTCALL PredictionSimulation(CCSGOInput* pInput, int nSlot, CUserCmd* cmd);
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void CS_FASTCALL AllowCameraAngleChange(CCSGOInput* pCSGOInput, int a2);
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double CS_FASTCALL WeaponAcurracySpreadServerSide(void* a1);
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bool CS_FASTCALL FireEventClientSide(void* rcx, IGameEvent* event, bool bServerOnly);
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double CS_FASTCALL WeaponAcurracySpreadClientSide(void* a1);
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bool CS_FASTCALL EquipItemInLoadout(void* rcx, int iTeam, int iSlot, uint64_t iItemID);
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bool CS_FASTCALL MouseInputEnabled(void* pThisptr);
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void* CS_FASTCALL OnAddEntity(void* rcx, CEntityInstance* pInstance, CBaseHandle hHandle);
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void* CS_FASTCALL OnRemoveEntity(void* rcx, CEntityInstance* pInstance, CBaseHandle hHandle);
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void CS_FASTCALL FrameStageNotify(void* rcx, int nFrameStage);
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__int64* CS_FASTCALL LevelInit(void* pClientModeShared, const char* szNewMap);
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__int64 CS_FASTCALL LevelShutdown(void* pClientModeShared);
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void CS_FASTCALL OverrideView(void* pClientModeCSNormal, CViewSetup* pSetup);
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void CS_FASTCALL DrawObject(void* pAnimatableSceneObjectDesc, void* pDx11, material_data_t* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
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void CS_FASTCALL HandleGameEvents(void* rcx, IGameEvent* const event);
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void CS_FASTCALL SetModel(void* rcx, const char* model_name);
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int64_t CS_FASTCALL SendNetInputMessage(CNetInputMessage* a1, int64_t a2, int64_t a3, int64_t a4, int64_t a5, int64_t a6);
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void CS_FASTCALL CameraInput(void* Input, int a1);
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float CS_FASTCALL SetViewModelFOV();
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float CS_FASTCALL GetRenderFov(uintptr_t rcx);
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void* CS_FASTCALL InputParser(CCSInputMessage* a1, CCSGOInputHistoryEntryPB* a2, char a3, void* a4, void* a5, void* a6);
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inline ShadowVMT SilenthkPresent{ };
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inline ShadowVMT Silentdxgi{ };
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inline ShadowVMT SilentInput{ };
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inline ShadowVMT SilentEntitySystem{ };
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inline ShadowVMT SilentInvetoryManager{ };
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inline CCSInventoryManager* (*fnGetInventoryManager)();
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inline CGCClientSystem* (*fnGetClientSystem)();
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inline void* (CS_FASTCALL* fnSetDynamicAttributeValueUint)(void*, void*,
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void*);
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inline CEconItem* (*fnCreateSharedObjectSubclassEconItem)();
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inline void(CS_FASTCALL* SetMeshGroupMask)(void*, uint64_t);
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inline int(CS_FASTCALL* fnFindMaterialIndex)(void*, void*, int, bool);
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inline CBaseHookObject<decltype(&GetMatrixForView)> hkGetMatrixForView = {};
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inline CBaseHookObject<decltype(&SetViewModelFOV)> hkSetViewModelFOV = {};
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inline CBaseHookObject<decltype(&GetRenderFov)> hkFOVObject = {};
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inline CBaseHookObject<decltype(&HandleGameEvents)> hkGameEvents = {};
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inline CBaseHookObject<decltype(&LevelInit)> hkLevelInit = {};
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inline CBaseHookObject<decltype(&DrawObject)> hkDrawObject = {};
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inline CBaseHookObject<decltype(&LevelShutdown)> hkLevelShutdown = {};
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inline CBaseHookObject<decltype(&WeaponAcurracySpreadClientSide)> hkWeapoSpreadClientSide = {};
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inline CBaseHookObject<decltype(&WeaponAcurracySpreadServerSide)> hkWeapoSpreadServerSide = {};
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inline CBaseHookObject<decltype(&FireEventClientSide)> hkPreFireEvent = {};
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inline CBaseHookObject<decltype(&FrameStageNotify)> hkFrameStageNotify = {};
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inline CBaseHookObject<decltype(&SetModel)> hkSetModel = {};
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inline CBaseHookObject<decltype(&EquipItemInLoadout)> hkEquipItemInLoadout = {};
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inline CBaseHookObject<decltype(&PredictionSimulation)> hkPredictionSimulation = {};
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inline CBaseHookObject<decltype(&SendNetInputMessage)> hkSendInputMessage = {};
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inline CBaseHookObject<decltype(&AllowCameraAngleChange)> hkAllowCameraChange = {};
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inline CBaseHookObject<decltype(&CameraInput)> hkCameraInput = {};
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inline CBaseHookObject<decltype(&OverrideView)> hkOverrideView = {};
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inline CBaseHookObject<decltype(&InputParser)> hkInputParser = {};
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}
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