202 lines
6.3 KiB
C++
202 lines
6.3 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "console.hpp"
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#include "scheduler.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace dvar_cheats
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{
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void apply_sv_cheats(const game::dvar_t* dvar, const game::DvarSetSource source, game::dvar_value* value)
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{
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static const auto sv_cheats_hash = game::generateHashValue("sv_cheats");
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if (dvar && dvar->hash == sv_cheats_hash)
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{
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// if dedi, do not allow internal to change value so servers can allow cheats if they want to
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if (game::environment::is_dedi() && source == game::DvarSetSource::DVAR_SOURCE_INTERNAL)
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{
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value->enabled = dvar->current.enabled;
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}
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// if sv_cheats was enabled and it changes to disabled, we need to reset all cheat dvars
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else if (dvar->current.enabled && !value->enabled)
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{
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for (auto i = 0; i < *game::dvarCount; ++i)
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{
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const auto var = &game::dvarPool[i];
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if (var && (var->flags & game::DvarFlags::DVAR_FLAG_CHEAT))
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{
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game::Dvar_Reset(var, game::DvarSetSource::DVAR_SOURCE_INTERNAL);
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}
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}
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}
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}
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}
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bool dvar_flag_checks(const game::dvar_t* dvar, const game::DvarSetSource source)
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{
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const auto info = dvars::get_dvar_info_from_hash(dvar->hash);
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const auto name = info.has_value()
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? info.value().name.data()
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: utils::string::va("0x%lX", dvar->hash);
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if ((dvar->flags & game::DvarFlags::DVAR_FLAG_WRITE))
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{
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console::error("%s is write protected\n", name);
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return false;
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}
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if ((dvar->flags & game::DvarFlags::DVAR_FLAG_READ))
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{
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console::error("%s is read only\n", name);
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return false;
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}
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// only check cheat/replicated values when the source is external
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if (source == game::DvarSetSource::DVAR_SOURCE_EXTERNAL)
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{
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const auto cl_ingame = game::Dvar_FindVar("cl_ingame");
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const auto sv_running = game::Dvar_FindVar("sv_running");
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if ((dvar->flags & game::DvarFlags::DVAR_FLAG_REPLICATED) && (cl_ingame && cl_ingame->current.enabled) && (
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sv_running && !sv_running->current.enabled))
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{
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console::error("%s can only be changed by the server\n", name);
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return false;
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}
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const auto sv_cheats = game::Dvar_FindVar("sv_cheats");
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if ((dvar->flags & game::DvarFlags::DVAR_FLAG_CHEAT) && (sv_cheats && !sv_cheats->current.enabled))
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{
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console::error("%s is cheat protected\n", name);
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return false;
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}
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}
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// pass all the flag checks, allow dvar to be changed
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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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{
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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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a.pushad64();
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a.mov(r8, rdi);
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a.mov(edx, esi);
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a.mov(rcx, rbx);
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a.call_aligned(apply_sv_cheats); //check if we are setting sv_cheats
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a.popad64();
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a.cmp(esi, 0);
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a.jz(zero_source); //if the SetSource is 0 (INTERNAL) ignore flag checks
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a.pushad64();
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a.mov(edx, esi); //source
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a.mov(rcx, rbx); //dvar
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a.call_aligned(dvar_flag_checks); //protect read/write/cheat/replicated dvars
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a.cmp(al, 1);
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a.jz(can_set_value);
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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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// 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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// 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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});
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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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public:
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void post_unpack() override
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{
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if (game::environment::is_sp())
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{
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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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scheduler::once([]()
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{
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dvars::register_bool("sv_cheats", false, game::DvarFlags::DVAR_FLAG_REPLICATED,
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"Allow cheat commands and dvars on this server");
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}, scheduler::pipeline::main);
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}
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};
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}
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REGISTER_COMPONENT(dvar_cheats::component)
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