Remove incorrect pointers

This commit is contained in:
Federico Cecchetto 2022-02-27 02:16:38 +01:00
parent e1498e7bc2
commit 4caef329bc
2 changed files with 26 additions and 131 deletions

View File

@ -273,15 +273,6 @@ namespace command
}
}
void enum_assets(const game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, const bool includeOverride)
{
game::DB_EnumXAssets_Internal(type, static_cast<void(*)(game::XAssetHeader, void*)>([](game::XAssetHeader header, void* data)
{
const auto& cb = *static_cast<const std::function<void(game::XAssetHeader)>*>(data);
cb(header);
}), &callback, includeOverride);
}
class component final : public component_interface
{
public:
@ -508,52 +499,6 @@ namespace command
? "^2on"
: "^1off"));
});
add("give", [](const params& params)
{
if (!game::SV_Loaded())
{
return;
}
if (params.size() < 2)
{
game::CG_GameMessage(0, "You did not specify a weapon name");
return;
}
auto ps = game::SV_GetPlayerstateForClientNum(0);
const auto wp = game::G_GetWeaponForName(params.get(1));
if (wp)
{
if (game::G_GivePlayerWeapon(ps, wp, 0, 0, 0, 0, 0, 0))
{
game::G_InitializeAmmo(ps, wp, 0);
game::G_SelectWeapon(0, wp);
}
}
});
add("take", [](const params& params)
{
if (!game::SV_Loaded())
{
return;
}
if (params.size() < 2)
{
game::CG_GameMessage(0, "You did not specify a weapon name");
return;
}
auto ps = game::SV_GetPlayerstateForClientNum(0);
const auto wp = game::G_GetWeaponForName(params.get(1));
if (wp)
{
game::G_TakePlayerWeapon(ps, wp);
}
});
}
static void add_commands_mp()

View File

@ -8,18 +8,9 @@ namespace game
* Functions
**************************************************************/
WEAK symbol<void(int type, VariableUnion u)> AddRefToValue{0, 0x1405C0EB0};
WEAK symbol<void(unsigned int id)> AddRefToObject{0, 0x1405C0EA0};
WEAK symbol<unsigned int(unsigned int id)> AllocThread{0, 0x1405C1200};
WEAK symbol<void(int type, VariableUnion u)> RemoveRefToValue{0, 0x1405C29B0};
WEAK symbol<void(unsigned int id)> RemoveRefToObject{0, 0x1405C28A0};
WEAK symbol<void(unsigned int weapon, bool isAlternate,
char* output, unsigned int maxStringLen)> BG_GetWeaponNameComplete{0, 0x140165580};
WEAK symbol<void(int localClientNum, const char* text)> Cbuf_AddText{0x140342EB0, 0x1404033B0};
WEAK symbol<void(const char* message)> Conbuf_AppendText{0x1403E3300, 0x140513FF0};
WEAK symbol<void(int localClientNum, int controllerIndex, const char* text)> Cmd_ExecuteSingleCommand{0x140343980, 0x140343980};
WEAK symbol<void(int localClientNum, int controllerIndex, const char* text)> Cmd_ExecuteSingleCommand{0x140343980, 0x140403F60};
WEAK symbol<void(const char* cmdName, void(), cmd_function_s* allocedCmd)> Cmd_AddCommandInternal{0x1403433E0, 0x140403950};
WEAK symbol<void(const char* text_in)> Cmd_TokenizeString{0x140344110, 0x1404046F0};
WEAK symbol<void()> Cmd_EndTokenizeString{0x140343630, 0x140403C20};
@ -41,12 +32,16 @@ namespace game
WEAK symbol<void(const dvar_t* dvar)> Dvar_ClearModified{0x0, 0x1404FB930};
WEAK symbol<void(char* buffer, int index)> Dvar_GetCombinedString{0x140354DF0, 0x14041D830};
WEAK symbol<const char*(dvar_t* dvar, dvar_value value)> Dvar_ValueToString{0x1403C8560, 0x1404FE660};
WEAK symbol<dvar_t*(int hash, const char* name, bool value, unsigned int flags)> Dvar_RegisterBool{0x1403C47E0, 0x1404FA540};
WEAK symbol<dvar_t*(int hash, const char* name, int value, int min, int max, unsigned int flags)> Dvar_RegisterInt{0x1403C4CC0, 0x1404FAA20};
WEAK symbol<dvar_t*(int hash, const char* dvarName, float value, float min, float max, unsigned int flags)> Dvar_RegisterFloat{0x1403C4BB0, 0x1404FA910};
WEAK symbol<dvar_t*(int hash, const char* dvarName, const char* value, unsigned int flags)> Dvar_RegisterString{0x1403C4DA0, 0x1404FAB00};
WEAK symbol<dvar_t*(int dvarName, const char* a2, float x, float y, float z, float w, float min, float max, unsigned int flags)> Dvar_RegisterVec4{0x1403C5220, 0x1404FAF40};
WEAK symbol<dvar_t*(const char* dvarName, const char** valueList, int defaultIndex, unsigned int flags)> Dvar_RegisterEnum{0x1403C4AC0, 0x1404C0EC0};
WEAK symbol<dvar_t*(int hash, const char* name, bool value,
unsigned int flags)> Dvar_RegisterBool{0x1403C47E0, 0x1404FA540};
WEAK symbol<dvar_t*(int hash, const char* name, int value, int min, int max,
unsigned int flags)> Dvar_RegisterInt{0x1403C4CC0, 0x1404FAA20};
WEAK symbol<dvar_t*(int hash, const char* dvarName, float value, float min,
float max, unsigned int flags)> Dvar_RegisterFloat{0x1403C4BB0, 0x1404FA910};
WEAK symbol<dvar_t*(int hash, const char* dvarName, const char* value,
unsigned int flags)> Dvar_RegisterString{0x1403C4DA0, 0x1404FAB00};
WEAK symbol<dvar_t*(int dvarName, const char* a2, float x, float y, float z,
float w, float min, float max, unsigned int flags)> Dvar_RegisterVec4{0x1403C5220, 0x1404FAF40};
WEAK symbol<long long(const char* qpath, char** buffer)> FS_ReadFile{0x1403B9020, 0x1404EE720};
WEAK symbol<void(void* buffer)> FS_FreeFile{0x1403B9010, 0x1404EE710};
@ -57,17 +52,8 @@ namespace game
WEAK symbol<void()> G_Glass_Update{0, 0x14033A640};
WEAK symbol<int(int clientNum)> G_GetClientScore{0, 0x140342F90};
WEAK symbol<unsigned int(const char* name)> G_GetWeaponForName{0x1402C2A90, 0};
WEAK symbol<int(playerState_s* ps, unsigned int weapon, int dualWield,
int startInAltMode, int, int, int, char, ...)> G_GivePlayerWeapon{0x1402C2DF0, 0x14051B660};
WEAK symbol<void(void* ps, const unsigned int weapon, int hadWeapon)> G_InitializeAmmo{0, 0x1404C4110};
WEAK symbol<void(int clientNum, const unsigned int weapon)> G_SelectWeapon{0, 0x14051C0D0};
WEAK symbol<int(playerState_s* ps, unsigned int weapon)> G_TakePlayerWeapon{0x1402C3900, 0};
WEAK symbol<char* (char* string)> I_CleanStr{0x1403CD230, 0};
WEAK symbol<char* (GfxImage* image, uint32_t width, uint32_t height, uint32_t depth, uint32_t mipCount,
uint32_t imageFlags, DXGI_FORMAT imageFormat, int a8, const char* name, const void* initData)> Image_Setup{0, 0x14074B2A0};
WEAK symbol<char* (char* string)> I_CleanStr{0x1403CD230, 0x140503D00};
WEAK symbol<const char* (int, int, int)> Key_KeynumToString{0x140187CC0, 0x14024FE10};
@ -86,11 +72,11 @@ namespace game
WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x1404D43B0, 0x1405D94A0};
WEAK symbol<int(void* font)> R_GetFontHeight{0x1405EA360, 0x1405D92C0};
WEAK symbol<void* (int a1)> R_DrawSomething{0x1404D37B0, 0x1405D8890};
WEAK symbol<void()> R_SyncRenderThread{0,0x1405FF3A0};
WEAK symbol<void(const void* obj, void* pose, unsigned int entnum, unsigned int renderFxFlags, float* lightingOrigin,
float materialTime, __int64 a7, __int64 a8)> R_AddDObjToScene{0, 0x140775C40};
WEAK symbol<void* (const char* text, int maxChars, void* font, int fontHeight, float x, float y, float xScale, float yScale,
float rotation, float* color, int style, int cursor_pos, char cursor_char, void* style_unk)> H1_AddBaseDrawTextCmd{0x1404F3DC0, 0x1405FB1F0};
WEAK symbol<void()> R_SyncRenderThread{0, 0x1405FF3A0};
WEAK symbol<void* (const char* text, int maxChars, void* font, int fontHeight, float x,
float y, float xScale, float yScale, float rotation, float* color,
int style, int cursor_pos, char cursor_char,
void* style_unk)> H1_AddBaseDrawTextCmd{0x1404F3DC0, 0x1405FB1F0};
#define R_AddCmdDrawText(TXT, MC, F, X, Y, XS, YS, R, C, S) \
H1_AddBaseDrawTextCmd(TXT, MC, F, game::R_GetFontHeight(F), X, Y, XS, YS, R, C, S,-1, 0, game::R_DrawSomething(S))
@ -102,32 +88,11 @@ namespace game
WEAK symbol<ScreenPlacement* ()> ScrPlace_GetViewPlacement{0x1401981F0, 0x140288550};
WEAK symbol<void(XAssetType type, void(__cdecl* func)(game::XAssetHeader, void*), const void* inData, bool includeOverride)>
DB_EnumXAssets_Internal{0, 0x1404129F0};
WEAK symbol<const char* (const XAsset* asset)> DB_GetXAssetName{0, 0x1403E4090};
WEAK symbol<void(XZoneInfo* zoneInfo, unsigned int zoneCount, DBSyncMode syncMode)> DB_LoadXAssets{0, 0x140414FF0};
WEAK symbol<XAssetHeader(XAssetType type, const char* name, int allowCreateDefault)> DB_FindXAssetHeader{0, 0x140412F60};
WEAK symbol<int(const RawFile* rawfile)> DB_GetRawFileLen{0, 0x140413D80};
WEAK symbol<int(const RawFile* rawfile, char* buf, int size)> DB_GetRawBuffer{0, 0x140413C40};
WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x14019A3B0, 0x14028BE70};
WEAK symbol<unsigned int(unsigned int parentId, unsigned int name)> FindVariable{0, 0x1405C1D50};
WEAK symbol<unsigned int(int entnum, unsigned int classnum)> FindEntityId{0, 0x1405C1C50};
WEAK symbol<void(VariableValue* result, unsigned int classnum, int entnum, int offset)> GetEntityFieldValue{0, 0x1405C6100};
WEAK symbol<void(int clientNum, const char* menu, int a3, int a4, unsigned int a5)> LUI_OpenMenu{0, 0x1404CD210};
WEAK symbol<bool(int clientNum, const char* menu)> Menu_IsMenuOpenAndVisible{0, 0x1405EE1A0};
WEAK symbol<const float* (const float* v)> Scr_AllocVector{0, 0x1405C3220};
WEAK symbol<void()> Scr_ClearOutParams{0, 0x1405C6E50};
WEAK symbol<scr_entref_t(unsigned int entId)> Scr_GetEntityIdRef{0, 0x1405C56C0};
WEAK symbol<int(unsigned int classnum, int entnum, int offset)> Scr_SetObjectField{0, 0x140512190};
WEAK symbol<void(unsigned int id, scr_string_t stringValue, unsigned int paramcount)> Scr_NotifyId{0, 0x1405C8240};
WEAK symbol<const char* (scr_string_t stringValue)> SL_ConvertToString{0x14036D420, 0x1405BFBB0};
WEAK symbol<scr_string_t(const char* str)> SL_FindString{ 0x140314AF0, 0x14043B470 }; // H1(1.4)
WEAK symbol<scr_string_t(const char* str, unsigned int user)> SL_GetString{0x14036D9A0, 0x1405C0170};
WEAK symbol<scr_string_t(const char* str)> SL_FindString{0x140314AF0, 0x14043B470};
WEAK symbol<void(netadr_s* from)> SV_DirectConnect{0, 0x140480860};
WEAK symbol<void(const char* text_in)> SV_Cmd_TokenizeString{0x1402EF050, 0x140404D20};
@ -135,12 +100,11 @@ namespace game
WEAK symbol<bool(int clientNum)> SV_BotIsBot{0, 0x14046E6C0};
WEAK symbol<const char* (int clientNum)> SV_GetGuid{0, 0x140484B90};
WEAK symbol<int(int clientNum)> SV_GetClientPing{0, 0x140484B70};
WEAK symbol<playerState_s* (int num)> SV_GetPlayerstateForClientNum{0x1404426D0, 0};
WEAK symbol<playerState_s* (int num)> SV_GetPlayerstateForClientNum{0x1404426D0, 0x140484C10};
WEAK symbol<void(int index, const char* string)> SV_SetConfigstring{0, 0x140486720};
WEAK symbol<bool()> SV_Loaded{0x140442F60, 0x1404864A0};
WEAK symbol<void(int clientNum, const char* reason)> SV_KickClientNum{0, 0x14047ED00};
WEAK symbol<bool(const char* map)> SV_MapExists{0, 0x14047ED60};
WEAK symbol<void(int arg, char* buffer, int bufferLength)> SV_Cmd_ArgvBuffer{0x1402EEFD0, 0x1403B05C0};
WEAK symbol<void(int localClientNum)> SV_FastRestart{0, 0x14047E990};
WEAK symbol<void(int clientNum, svscmd_type type, const char* text)> SV_GameSendServerCommand{
0x1403F3A70, 0x140484AD0
@ -157,15 +121,9 @@ namespace game
WEAK symbol<const char* (const char*)> UI_GetMapDisplayName{0, 0x140408CC0};
WEAK symbol<const char* (const char*)> UI_GetGameTypeDisplayName{0, 0x1404086A0};
WEAK symbol<const char* (const char* string)> UI_SafeTranslateString{0x140350430, 0x1405A2930};
WEAK symbol<void(unsigned int localClientNum, const char** args)> UI_RunMenuScript{0, 0x1404CFE60};
WEAK symbol<int(const char* text, int maxChars, Font_s* font, float scale)> UI_TextWidth{0, 0x1404D21A0};
WEAK symbol<unsigned int(unsigned int localId, const char* pos, unsigned int paramcount)> VM_Execute{0, 0x1405C8DB0};
WEAK symbol<void* (jmp_buf* Buf, int Value)> longjmp{0x140648FD4, 0x14089EED0};
WEAK symbol<int(jmp_buf* Buf)> _setjmp{0x1406BFDD0, 0x1408EC2E0};
/***************************************************************
* Variables
**************************************************************/
@ -176,7 +134,6 @@ namespace game
WEAK symbol<cmd_function_s*> cmd_functions{0x14AD99AB8, 0x14946BAC8};
WEAK symbol<CmdArgs> cmd_args{0x14AD99960, 0x14946B970};
WEAK symbol<const char*> g_assetNames{0, 0x140BEF280};
WEAK symbol<int> g_poolSize{0, 0x140FEADF0};
WEAK symbol<GfxDrawMethod_s> gfxDrawMethod{0, 0x14FD21180};
@ -184,14 +141,6 @@ namespace game
WEAK symbol<int> dvarCount{0, 0x14D064CF4};
WEAK symbol<dvar_t*> sortedDvars{0, 0x14D064D00};
WEAK symbol<unsigned int> levelEntityId{0, 0x14B5E0B30};
WEAK symbol<int> g_script_error_level{0, 0x14BA9CC24};
WEAK symbol<jmp_buf> g_script_error{0, 0x14BA9CD40};
WEAK symbol<scr_classStruct_t> g_classMap{0, 0x140BF95C0};
WEAK symbol<scrVarGlob_t> scr_VarGlob{0, 0x14B617C00};
WEAK symbol<scrVmPub_t> scr_VmPub{0, 0x14BA9EE40};
WEAK symbol<function_stack_t> scr_function_stack{0, 0x14BAA93C0};
WEAK symbol<void*> DB_XAssetPool{0x140DE8C80, 0x140FEB5D0};
WEAK symbol<int> keyCatchers{0x14243DAF0, 0x142D0BA9C};
@ -205,9 +154,10 @@ namespace game
{
WEAK symbol<gentity_s> g_entities{0, 0x14621E530};
WEAK symbol<client_t> svs_clients{0, 0x14B204A10};
WEAK symbol<int> svs_numclients{0, 0x14B204A0C};
WEAK symbol<int> gameTime{0, 0x14621BDBC};
WEAK symbol<bool> virtualLobby_loaded{ 0, 0x142D077FD };
WEAK symbol<bool> virtualLobby_loaded{0, 0x142D077FD};
}
namespace sp