#include #include "loader/component_loader.hpp" #include "scheduler.hpp" #include "game/scripting/entity.hpp" #include "game/scripting/execution.hpp" #include "game/scripting/lua/value_conversion.hpp" #include "game/scripting/lua/error.hpp" #include "notifies.hpp" #include namespace notifies { std::unordered_map vm_execute_hooks; bool hook_enabled = true; namespace { utils::hook::detour scr_entity_damage_hook; std::vector entity_damage_callbacks; char empty_function[2] = {0x32, 0x34}; // CHECK_CLEAR_PARAMS, END unsigned int local_id_to_entity(unsigned int local_id) { const auto variable = game::scr_VarGlob->objectVariableValue[local_id]; return variable.u.f.next; } bool execute_vm_hook(const char* pos) { if (vm_execute_hooks.find(pos) == vm_execute_hooks.end()) { return false; } if (!hook_enabled && pos > (char*)vm_execute_hooks.size()) { hook_enabled = true; return false; } const auto hook = vm_execute_hooks[pos]; const auto state = hook.lua_state(); const auto self_id = local_id_to_entity(game::scr_VmPub->function_frame->fs.localId); const auto self = scripting::entity(self_id); std::vector args; const auto top = game::scr_function_stack->top; for (auto* value = top; value->type != game::SCRIPT_END; --value) { args.push_back(scripting::lua::convert(state, *value)); } const auto result = hook(self, sol::as_args(args)); scripting::lua::handle_error(result); const auto value = scripting::lua::convert({ state, result }); const auto type = value.get_raw().type; game::Scr_ClearOutParams(); if (result.valid() && type && type < game::SCRIPT_END) { scripting::push_value(value); } return true; } void vm_execute_stub(utils::hook::assembler& a) { const auto replace = a.newLabel(); const auto end = a.newLabel(); a.pushad64(); a.mov(rcx, r14); a.call_aligned(execute_vm_hook); a.cmp(al, 0); a.jne(replace); a.popad64(); a.jmp(end); a.bind(end); a.movzx(r15d, byte_ptr(r14)); a.inc(r14); a.mov(dword_ptr(rbp, 0xA4), r15d); a.jmp(game::base_address + 0x5C90B3); a.bind(replace); a.popad64(); a.mov(r14, (char*)empty_function); a.jmp(end); } sol::lua_value convert_entity(lua_State* state, const game::gentity_s* ent) { if (!ent) { return {}; } const auto player = scripting::call("getentbynum", {ent->s.entityNum}); return scripting::lua::convert(state, player); } std::string get_weapon_name(unsigned int weapon, bool isAlternate) { char output[1024] = {0}; game::BG_GetWeaponNameComplete(weapon, isAlternate, output, 1024); return output; } sol::lua_value convert_vector(lua_State* state, const float* vec) { if (!vec) { return {}; } const auto _vec = scripting::vector(vec); return scripting::lua::convert(state, _vec); } std::string convert_mod(const int meansOfDeath) { const auto value = reinterpret_cast(game::base_address + 0xBF49B0)[meansOfDeath]; const auto string = game::SL_ConvertToString(*value); return string; } void scr_entity_damage_stub(game::gentity_s* self, game::gentity_s* inflictor, game::gentity_s* attacker, const float* vDir, const float* vPoint, int damage, int dflags, const unsigned int hitLoc, const unsigned int weapon, bool isAlternate, unsigned int a11, const int meansOfDeath, unsigned int a13, unsigned int a14) { { const std::string _hitLoc = reinterpret_cast(game::base_address + 0xBF4AA0)[hitLoc]; const auto _mod = convert_mod(meansOfDeath); const auto _weapon = get_weapon_name(weapon, isAlternate); for (const auto& callback : entity_damage_callbacks) { const auto state = callback.lua_state(); const auto _self = convert_entity(state, self); const auto _inflictor = convert_entity(state, inflictor); const auto _attacker = convert_entity(state, attacker); const auto _vDir = convert_vector(state, vDir); const auto result = callback(_self, _inflictor, _attacker, damage, _mod, _weapon, _vDir, _hitLoc); scripting::lua::handle_error(result); if (result.valid()) { const auto value = result.get(); if (value.is()) { damage = value.as(); } } } if (damage == 0) { return; } } scr_entity_damage_hook.invoke(self, inflictor, attacker, vDir, vPoint, damage, dflags, hitLoc, weapon, isAlternate, a11, meansOfDeath, a13, a14); } } void add_entity_damage_callback(const sol::protected_function& callback) { entity_damage_callbacks.push_back(callback); } void clear_callbacks() { vm_execute_hooks.clear(); entity_damage_callbacks.clear(); } class component final : public component_interface { public: void post_unpack() override { utils::hook::jump(game::base_address + 0x5C90A5, utils::hook::assemble(vm_execute_stub), true); scr_entity_damage_hook.create(game::base_address + 0x4BD2E0, scr_entity_damage_stub); } }; } REGISTER_COMPONENT(notifies::component)