Dvar cheats
Co-Authored-By: Skull Merlin <86374920+skkuull@users.noreply.github.com>
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@ -83,7 +83,9 @@ namespace dvar_cheats
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return true;
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}
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const auto dvar_flag_checks_stub = utils::hook::assemble([](utils::hook::assembler& a)
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void* get_dvar_flag_checks_stub()
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{
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return utils::hook::assemble([](utils::hook::assembler& a)
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{
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const auto can_set_value = a.newLabel();
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const auto zero_source = a.newLabel();
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@ -106,68 +108,19 @@ namespace dvar_cheats
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// if we get here, we are non-zero source and CANNOT set values
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a.popad64(); // if I do this before the jz it won't work. for some reason the popad64 is affecting the ZR flag
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a.jmp(0x1404FDCAB);
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a.jmp(0x18655C_b);
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// if we get here, we are non-zero source and CAN set values
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a.bind(can_set_value);
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a.popad64(); // if I do this before the jz it won't work. for some reason the popad64 is affecting the ZR flag
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a.cmp(esi, 1);
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a.jmp(0x1404FDA22);
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a.jmp(0x1861EE_b);
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// if we get here, we are zero source and ignore flags
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a.bind(zero_source);
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a.jmp(0x1404FDA62);
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a.jmp(0x18628F_b);
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});
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void cg_set_client_dvar_from_server(const int local_client_num, void* cg, const char* dvar_id, const char* value)
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{
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const auto* dvar = game::Dvar_FindVar(dvar_id);
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if (dvar)
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{
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// If we send as string, it can't be set with source SERVERCMD because the game only allows that source on real server cmd dvars.
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// Just use external instead as if it was being set by the console
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game::Dvar_SetFromStringByNameFromSource(dvar_id, value, game::DvarSetSource::DVAR_SOURCE_EXTERNAL);
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}
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else
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{
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// Not a dvar name, assume it is an id and the game will handle normally
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game::CG_SetClientDvarFromServer(local_client_num, cg, dvar_id, value);
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}
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}
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void set_client_dvar_by_string(const int entity_num, const char* value)
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{
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const auto* dvar = game::Scr_GetString(0); // grab the original dvar again since it's never stored on stack
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const auto* command = utils::string::va("q %s \"%s\"", dvar, value);
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game::SV_GameSendServerCommand(entity_num, game::SV_CMD_RELIABLE, command);
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}
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const auto player_cmd_set_client_dvar = utils::hook::assemble([](utils::hook::assembler& a)
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{
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const auto set_by_string = a.newLabel();
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a.pushad64();
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// check if we didn't find a network dvar index
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a.mov(ecx, dword_ptr(rsp, 0x8C8));
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a.cmp(ecx, 0);
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a.je(set_by_string);
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// we found an index, handle normally
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a.popad64();
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a.mov(r8d, ptr(rsp, 0x848));
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a.lea(r9, ptr(rsp, 0x30));
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a.jmp(0x1402E2E57);
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// no index, let's send the dvar as a string
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a.bind(set_by_string);
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a.movzx(ecx, word_ptr(rsp, 0x8C0)); //entity_num
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a.lea(rdx, ptr(rsp, 0xB0)); //value
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a.call_aligned(set_client_dvar_by_string);
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a.popad64();
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a.jmp(0x1402E2E7D);
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});
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class component final : public component_interface
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{
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@ -179,15 +132,8 @@ namespace dvar_cheats
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return;
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}
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utils::hook::nop(0x1404FDA0D, 4); // let our stub handle zero-source sets
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utils::hook::jump(0x1404FDA14, dvar_flag_checks_stub, true); // check extra dvar flags when setting values
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// utils::hook::nop(0x14032AACC, 5); // remove error in PlayerCmd_SetClientDvar if setting a non-network dvar
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// utils::hook::set<uint8_t>(0x14032AA9B, 0xEB);
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// don't check flags on the dvars, send any existing dvar instead
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// utils::hook::jump(0x14032AB14, player_cmd_set_client_dvar, true); // send non-network dvars as string
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// utils::hook::call(0x1401BB782, cg_set_client_dvar_from_server);
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// check for dvars being sent as string before parsing ids
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utils::hook::nop(0x1861D4_b, 8); // let our stub handle zero-source sets
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utils::hook::jump(0x1861DF_b, get_dvar_flag_checks_stub(), true); // check extra dvar flags when setting values
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scheduler::once([]()
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{
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@ -198,4 +144,4 @@ namespace dvar_cheats
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};
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}
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//REGISTER_COMPONENT(dvar_cheats::component)
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REGISTER_COMPONENT(dvar_cheats::component)
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@ -232,8 +232,8 @@ namespace game
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WEAK symbol<GfxDrawMethod_s> gfxDrawMethod{0x0, 0x0};
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WEAK symbol<int> dvarCount{0x0, 0x0};
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WEAK symbol<dvar_t> dvarPool{0x0, 0x0};
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WEAK symbol<int> dvarCount{0x0, 0x2999C34};
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WEAK symbol<dvar_t> dvarPool{0x0, 0x344DF20};
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WEAK symbol<void*> DB_XAssetPool{0x0, 0x0};
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WEAK symbol<const char*> g_assetNames{0x0, 0x0};
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