Add main source file and placeholder hooks.
Signed-off-by: aixxe <me@aixxe.net>
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cmake_minimum_required(VERSION 2.8)
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project(cstrike-basehook)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -std=c++14 -I./include -m32 -Wall -Wextra -Wpedantic")
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set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -static-libstdc++ -m32 -lSDL2")
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file(GLOB_RECURSE SOURCE_FILES src/*.cpp include/*.cpp)
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add_library(cstrike-basehook SHARED ${SOURCE_FILES})
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target_link_libraries(cstrike-basehook)
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/*
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cstrike-basehook-linux -- Internal base for Counter-Strike: Source.
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Copyright (C) 2016, aixxe. (www.aixxe.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with cstrike-basehook-linux. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Basehook.h"
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#include "Hooks/Hooks.h"
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ICvar* cvar = nullptr;
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IPanel* panel = nullptr;
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ISurface* matsurface = nullptr;
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IVModelInfoClient* modelinfo = nullptr;
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ILauncherMgr* launchermgr = nullptr;
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IInputSystem* inputsystem = nullptr;
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IInputInternal* inputinternal = nullptr;
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IVEngineClient* engine = nullptr;
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IVModelRender* modelrender = nullptr;
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IVDebugOverlay* debugoverlay = nullptr;
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IBaseClientDLL* clientdll = nullptr;
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IMaterialSystem* matsystem = nullptr;
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IClientEntityList* entitylist = nullptr;
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IGameEventManager2* gameevents = nullptr;
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CInput* input = nullptr;
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CGlobalVarsBase* globalvars = nullptr;
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CRC32_ProcessBufferFn CRC32_ProcessBuffer = NULL;
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NetVars netvars;
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std::unique_ptr<VMTHook> sdl_hook;
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std::unique_ptr<VMTHook> panel_hook;
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std::unique_ptr<VMTHook> clientdll_hook;
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std::unique_ptr<VMTHook> modelrender_hook;
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std::unique_ptr<VMTHook> inputinternal_hook;
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extern "C" void __attribute__((constructor)) css_basehook_open() {
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// Get class pointers from game libraries using partial interface versions.
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cvar = GetInterface<ICvar>("bin/libvstdlib.so", "VEngineCvar0");
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panel = GetInterface<IPanel>("bin/vgui2.so", "VGUI_Panel0");
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matsurface = GetInterface<ISurface>("bin/vguimatsurface.so", "VGUI_Surface0");
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modelinfo = GetInterface<IVModelInfoClient>("bin/engine.so", "VModelInfoClient0");
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inputsystem = GetInterface<IInputSystem>("bin/inputsystem.so", "InputSystemVersion0");
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inputinternal = GetInterface<IInputInternal>("bin/vgui2.so", "VGUI_InputInternal0");
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engine = GetInterface<IVEngineClient>("bin/engine.so", "VEngineClient0");
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modelrender = GetInterface<IVModelRender>("bin/engine.so", "VEngineModel0");
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debugoverlay = GetInterface<IVDebugOverlay>("bin/engine.so", "VDebugOverlay0");
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clientdll = GetInterface<IBaseClientDLL>("bin/client.so", "VClient0");
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matsystem = GetInterface<IMaterialSystem>("bin/materialsystem.so", "VMaterialSystem0");
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entitylist = GetInterface<IClientEntityList>("bin/client.so", "VClientEntityList0");
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gameevents = GetInterface<IGameEventManager2>("bin/engine.so", "GAMEEVENTSMANAGER002");
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// Scan for the 'CRC32_ProcessBuffer' function.
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CRC32_ProcessBuffer = reinterpret_cast<CRC32_ProcessBufferFn>(
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FindPattern("bin/client.so", "\x55\x89\xE5\x57\x56\x53\x83\xEC\x08\x8B\x4D\x10", "xxxxxxxxxxxx")
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);
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// Hook 'FrameStageNotify' and 'CreateMove' from IBaseClientDLL.
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clientdll_hook = std::make_unique<VMTHook>(clientdll);
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clientdll_hook->HookFunction(reinterpret_cast<void*>(Hooks::CreateMove), 21);
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clientdll_hook->HookFunction(reinterpret_cast<void*>(Hooks::FrameStageNotify), 35);
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// Hook 'PaintTraverse' from IPanel.
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panel_hook = std::make_unique<VMTHook>(panel);
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panel_hook->HookFunction(reinterpret_cast<void*>(Hooks::PaintTraverse), 42);
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// Hook 'DrawModelExecute' from IVModelRender.
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modelrender_hook = std::make_unique<VMTHook>(modelrender);
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modelrender_hook->HookFunction(reinterpret_cast<void*>(Hooks::DrawModelExecute), 19);
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// Hook 'PumpWindowsMessageLoop' and 'ShowPixels' from ILauncherMgr.
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launchermgr = **reinterpret_cast<ILauncherMgr***>(
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FindPattern("bin/launcher.so", "\x24\x8B\x1D\x00\x00\x00\x00", "xxx????") + 3
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);
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sdl_hook = std::make_unique<VMTHook>(launchermgr);
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sdl_hook->HookFunction(reinterpret_cast<void*>(Hooks::PumpWindowsMessageLoop), 15);
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sdl_hook->HookFunction(reinterpret_cast<void*>(Hooks::ShowPixels), 29);
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// Hook 'SetKeyCodeState' and 'SetMouseCodeState' from IInputInternal.
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inputinternal_hook = std::make_unique<VMTHook>(inputinternal);
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inputinternal_hook->HookFunction(reinterpret_cast<void*>(Hooks::SetKeyCodeState), 83);
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inputinternal_hook->HookFunction(reinterpret_cast<void*>(Hooks::SetMouseCodeState), 84);
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// Get a pointer to CInput from 'IN_ActivateMouse' in IBaseClientDLL.
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input = **reinterpret_cast<CInput***>(
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clientdll_hook->GetOriginalFunction<uintptr_t>(14) + 1
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);
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// Get a pointer to CGlobalVarsBase from 'HUDUpdate' in IBaseClientDLL.
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globalvars = **reinterpret_cast<CGlobalVarsBase***>(
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clientdll_hook->GetOriginalFunction<uintptr_t>(11) + 8
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);
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}
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extern "C" void __attribute__((destructor)) css_basehook_close() {
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cvar->ConsoleColorPrintf(Color(255, 150, 150), "Unloaded from game successfully.\n");
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}
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#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <cstrike/cstrike.h>
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#include <vmthook/vmthook.h>
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#include "Utilities/Linker.h"
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#include "Utilities/FindPattern.h"
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#include "Utilities/Interfaces.h"
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#include "Utilities/NetVars.h"
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extern NetVars netvars;
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#include "Hooks.h"
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typedef void (*CreateMove_t) (IBaseClientDLL*, int, float, bool);
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void Hooks::CreateMove(IBaseClientDLL* thisptr, int sequence, float frametime, bool active) {
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// Get the original function and store it statically.
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static CreateMove_t oCreateMove = clientdll_hook->GetOriginalFunction<CreateMove_t>(21);
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// Call original 'IBaseClientDLL::CreateMove'.
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oCreateMove(thisptr, sequence, frametime, active);
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// Get the current user command.
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CUserCmd* cmd = input->GetUserCmd(sequence);
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if (cmd->buttons & IN_JUMP) {
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cmd->buttons |= IN_ATTACK;
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}
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// Re-calculate the command checksum after making changes.
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input->VerifyUserCmd(cmd, sequence);
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}
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#include "Hooks.h"
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typedef void (*DrawModelExecute_t) (IVModelRender*, DrawModelState_t const&, ModelRenderInfo_t const&, matrix3x4_t*);
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void Hooks::DrawModelExecute(IVModelRender* thisptr, DrawModelState_t const& drawmodelstate, ModelRenderInfo_t const& modelrenderinfo, matrix3x4_t* bonetoworld) {
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// Get the original function and store it statically.
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static DrawModelExecute_t oDrawModelExecute = modelrender_hook->GetOriginalFunction<DrawModelExecute_t>(19);
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// Call original 'IVModelRender::DrawModelExecute'.
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oDrawModelExecute(thisptr, drawmodelstate, modelrenderinfo, bonetoworld);
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}
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#include "Hooks.h"
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typedef void (*FrameStageNotify_t) (IBaseClientDLL*, ClientFrameStage_t);
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void Hooks::FrameStageNotify(IBaseClientDLL* thisptr, ClientFrameStage_t stage) {
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// Get the original function and store it statically.
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static FrameStageNotify_t oFrameStageNotify = clientdll_hook->GetOriginalFunction<FrameStageNotify_t>(35);
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// Call original 'IBaseClientDLL::FrameStageNotify'.
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oFrameStageNotify(thisptr, stage);
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}
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#pragma once
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#include "../Basehook.h"
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namespace Hooks {
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// IBaseClientDLL
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void CreateMove(IBaseClientDLL*, int, float, bool);
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void FrameStageNotify(IBaseClientDLL*, ClientFrameStage_t);
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// IPanel
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void PaintTraverse(IPanel*, VPANEL, bool, bool);
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// IVModelRender
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void DrawModelExecute(IVModelRender*, DrawModelState_t const&, ModelRenderInfo_t const&, matrix3x4_t*);
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// ILauncherMgr
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void PumpWindowsMessageLoop(ILauncherMgr*);
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void ShowPixels(ILauncherMgr*, CShowPixelsParams*);
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// IInputInternal
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void SetKeyCodeState(IInputInternal*, KeyCode, bool);
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void SetMouseCodeState(IInputInternal*, MouseCode, MouseCodeState_t);
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}
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extern std::unique_ptr<VMTHook> sdl_hook;
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extern std::unique_ptr<VMTHook> panel_hook;
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extern std::unique_ptr<VMTHook> clientdll_hook;
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extern std::unique_ptr<VMTHook> modelrender_hook;
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extern std::unique_ptr<VMTHook> inputinternal_hook;
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#include "Hooks.h"
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typedef void (*PaintTraverse_t) (IPanel*, VPANEL, bool, bool);
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void Hooks::PaintTraverse(IPanel* thisptr, VPANEL vpanel, bool force_repaint, bool allow_force) {
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// Get the original function and store it statically.
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static PaintTraverse_t oPaintTraverse = panel_hook->GetOriginalFunction<PaintTraverse_t>(42);
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// Call original 'IPanel::PaintTraverse'.
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oPaintTraverse(thisptr, vpanel, force_repaint, allow_force);
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}
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#include "Hooks.h"
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typedef void (*PumpWindowsMessageLoop_t) (ILauncherMgr*);
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void Hooks::PumpWindowsMessageLoop(ILauncherMgr* thisptr) {
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// Get the original function and store it statically.
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static PumpWindowsMessageLoop_t oPumpWindowsMessageLoop = sdl_hook->GetOriginalFunction<PumpWindowsMessageLoop_t>(15);
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// Call original 'ILauncherMgr::PumpWindowsMessageLoop'.
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oPumpWindowsMessageLoop(thisptr);
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}
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#include "Hooks.h"
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typedef void (*SetKeyCodeState_t) (IInputInternal*, KeyCode, bool);
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void Hooks::SetKeyCodeState(IInputInternal* thisptr, KeyCode code, bool pressed) {
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// Get the original function and store it statically.
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static SetKeyCodeState_t oSetKeyCodeState = inputinternal_hook->GetOriginalFunction<SetKeyCodeState_t>(83);
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// Print to console every time a key is pressed or released.
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cvar->ConsoleColorPrintf(Color(150, 150, 255, 255), "IInputInternal::SetKeyCodeState - code: %i, pressed: %i\n", code, pressed);
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// Call original 'IInputInternal::SetKeyCodeState'.
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oSetKeyCodeState(thisptr, code, pressed);
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}
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#include "Hooks.h"
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typedef void (*SetMouseCodeState_t) (IInputInternal*, MouseCode, MouseCodeState_t);
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void Hooks::SetMouseCodeState(IInputInternal* thisptr, MouseCode code, MouseCodeState_t state) {
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// Get the original function and store it statically.
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static SetMouseCodeState_t oSetMouseCodeState = inputinternal_hook->GetOriginalFunction<SetMouseCodeState_t>(84);
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// Print to console every time a mouse button is clicked, double-clicked or released.
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cvar->ConsoleColorPrintf(Color(150, 150, 255, 255), "IInputInternal::SetMouseCodeState - code: %i, state: %i\n", code, state);
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// Call original 'IInputInternal::SetMouseCodeState'.
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oSetMouseCodeState(thisptr, code, state);
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}
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#include "Hooks.h"
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#include <imgui/imgui.h>
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#include <imgui/imgui_impl_sdl.h>
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typedef void (*ShowPixels_t) (ILauncherMgr*, CShowPixelsParams*);
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void Hooks::ShowPixels(ILauncherMgr* thisptr, CShowPixelsParams* params) {
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// Get the original function and store it statically.
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static ShowPixels_t oShowPixels = sdl_hook->GetOriginalFunction<ShowPixels_t>(29);
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if (!params->m_noBlit)
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return oShowPixels(thisptr, params);
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// Also store the game window, original and user contexts statically.
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static SDL_Window* window = reinterpret_cast<SDL_Window*>(launchermgr->GetWindowRef());
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static PseudoGLContextPtr original_context = launchermgr->GetMainContext();
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static PseudoGLContextPtr user_context = nullptr;
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// Set up our context on first execution.
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if (!user_context) {
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user_context = launchermgr->CreateExtraContext();
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ImGui_ImplSdl_Init(window);
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}
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// Switch to our context.
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launchermgr->MakeContextCurrent(user_context);
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// Start ImGui rendering.
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ImGui_ImplSdl_NewFrame(window);
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// Draw some test stuff.
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ImGui::Text("Hello, world!");
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// Finish ImGui rendering.
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ImGui::Render();
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// Switch back to the game context.
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launchermgr->MakeContextCurrent(original_context);
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// Call original 'ILauncherMgr::ShowPixels'.
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oShowPixels(thisptr, params);
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}
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