iw4x-client/src/Components/Modules/Weapon.cpp

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#include "STDInclude.hpp"
namespace Components
{
Game::XAssetHeader Weapon::WeaponFileLoad(Game::XAssetType /*type*/, std::string filename)
{
Game::XAssetHeader header = { nullptr };
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// Try loading raw weapon
if (FileSystem::File(Utils::String::VA("weapons/mp/%s", filename.data())).exists())
{
header.data = Game::BG_LoadWeaponDef_LoadObj(filename.data());
}
return header;
}
const char* Weapon::GetWeaponConfigString(int index)
{
if (index >= (1200 + 2804)) index += (2939 - 2804);
return Game::CL_GetConfigString(index);
}
void Weapon::SaveRegisteredWeapons()
{
*reinterpret_cast<DWORD*>(0x1A86098) = 0;
if (Game::BG_GetNumWeapons() > 1u)
{
for (unsigned int i = 1; i < Game::BG_GetNumWeapons(); ++i)
{
Game::SV_SetConfigstring(i + (i >= 1200 ? 2939 : 2804), Game::BG_GetWeaponName(i));
}
}
}
int Weapon::ParseWeaponConfigStrings()
{
Command::ClientParams params;
if (params.length() <= 1) return 0;
int index = atoi(params[1]);
if(index >= 4139)
{
index -= 2939;
}
else if(index > 2804 && index <= 2804 + 1200)
{
index -= 2804;
}
else
{
return 0;
}
Utils::Hook::Call<void(int, int)>(0x4BD520)(0, index);
return 1;
}
__declspec(naked) void Weapon::ParseConfigStrings()
{
__asm
{
push eax
pushad
push edi
call Weapon::ParseWeaponConfigStrings
pop edi
mov [esp + 20h], eax
popad
pop eax
test eax, eax
jz continueParsing
retn
continueParsing:
push 592960h
retn
}
}
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int Weapon::ClearConfigStrings(void* dest, int value, int size)
{
memset(Utils::Hook::Get<void*>(0x405B72), value, MAX_CONFIGSTRINGS * 2);
return Utils::Hook::Call<int(void*, int, int)>(0x4C98D0)(dest, value, size); // Com_Memset
}
void Weapon::PatchConfigStrings()
{
Utils::Hook::Set<DWORD>(0x4347A7, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x4982F4, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x4F88B6, MAX_CONFIGSTRINGS); // Save file
Utils::Hook::Set<DWORD>(0x5A1FA7, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x5A210D, MAX_CONFIGSTRINGS); // Game state
Utils::Hook::Set<DWORD>(0x5A840E, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x5A853C, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x5AC392, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x5AC3F5, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x5AC542, MAX_CONFIGSTRINGS); // Game state
Utils::Hook::Set<DWORD>(0x5EADF0, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x625388, MAX_CONFIGSTRINGS);
Utils::Hook::Set<DWORD>(0x625516, MAX_CONFIGSTRINGS);
// Adjust weapon count index
// Actually this has to stay the way it is!
//Utils::Hook::Set<DWORD>(0x4EB7B3, MAX_CONFIGSTRINGS - 1);
//Utils::Hook::Set<DWORD>(0x5929BA, MAX_CONFIGSTRINGS - 1);
//Utils::Hook::Set<DWORD>(0x5E2FAA, MAX_CONFIGSTRINGS - 1);
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static short configStrings[MAX_CONFIGSTRINGS];
ZeroMemory(&configStrings, sizeof(configStrings));
Utils::Hook::Set(0x405B72, configStrings);
Utils::Hook::Set(0x468508, configStrings);
Utils::Hook::Set(0x47FD7C, configStrings);
Utils::Hook::Set(0x49830E, configStrings);
Utils::Hook::Set(0x498371, configStrings);
Utils::Hook::Set(0x4983D5, configStrings);
Utils::Hook::Set(0x4A74AD, configStrings);
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Utils::Hook::Set(0x4BAE7C, configStrings);
Utils::Hook::Set(0x4BAEC3, configStrings);
Utils::Hook::Set(0x6252F5, configStrings);
Utils::Hook::Set(0x625372, configStrings);
Utils::Hook::Set(0x6253D3, configStrings);
Utils::Hook::Set(0x625480, configStrings);
Utils::Hook::Set(0x6254CB, configStrings);
// This has nothing to do with configstrings
//Utils::Hook::Set(0x608095, configStrings[4139 - 0x16]);
//Utils::Hook::Set(0x6080BC, configStrings[4139 - 0x16]);
//Utils::Hook::Set(0x6082AC, configStrings[4139 - 0x16]);
//Utils::Hook::Set(0x6082B3, configStrings[4139 - 0x16]);
//Utils::Hook::Set(0x608856, configStrings[4139 - 0x14]);
// TODO: Check if all of these actually mark the end of the array
// Only 2 actually mark the end, the rest is header data or so
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Utils::Hook::Set(0x405B8F, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x459121, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x45A476, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x49FD56, &configStrings[ARRAYSIZE(configStrings)]);
Utils::Hook::Set(0x4A74C9, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x4C8196, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x4EBCE6, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x4F36D6, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x60807C, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x6080A9, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x6080D0, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x6081C4, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x608211, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x608274, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x6083D6, &configStrings[ARRAYSIZE(configStrings)]);
//Utils::Hook::Set(0x60848E, &configStrings[ARRAYSIZE(configStrings)]);
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Utils::Hook(0x405BBE, Weapon::ClearConfigStrings, HOOK_CALL).install()->quick();
Utils::Hook(0x593CA4, Weapon::ParseConfigStrings, HOOK_CALL).install()->quick();
Utils::Hook(0x4BD52D, Weapon::GetWeaponConfigString, HOOK_CALL).install()->quick();
Utils::Hook(0x45D170, Weapon::SaveRegisteredWeapons, HOOK_JUMP).install()->quick();
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// Patch game state
// The structure below is our own implementation of the gameState_t structure
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static struct newGameState_t
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{
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[131072]; // MAX_GAMESTATE_CHARS
int dataCount;
} gameState;
ZeroMemory(&gameState, sizeof(gameState));
Utils::Hook::Set<DWORD>(0x44A333, sizeof(gameState));
Utils::Hook::Set<DWORD>(0x5A1F56, sizeof(gameState));
Utils::Hook::Set<DWORD>(0x5A2043, sizeof(gameState));
Utils::Hook::Set<DWORD>(0x5A2053, sizeof(gameState.stringOffsets));
Utils::Hook::Set<DWORD>(0x5A2098, sizeof(gameState.stringOffsets));
Utils::Hook::Set<DWORD>(0x5AC32C, sizeof(gameState.stringOffsets));
Utils::Hook::Set(0x4235AC, &gameState.stringOffsets);
Utils::Hook::Set(0x434783, &gameState.stringOffsets);
Utils::Hook::Set(0x44A339, &gameState.stringOffsets);
Utils::Hook::Set(0x44ADB7, &gameState.stringOffsets);
Utils::Hook::Set(0x5A1FE6, &gameState.stringOffsets);
Utils::Hook::Set(0x5A2048, &gameState.stringOffsets);
Utils::Hook::Set(0x5A205A, &gameState.stringOffsets);
Utils::Hook::Set(0x5A2077, &gameState.stringOffsets);
Utils::Hook::Set(0x5A2091, &gameState.stringOffsets);
Utils::Hook::Set(0x5A20D7, &gameState.stringOffsets);
Utils::Hook::Set(0x5A83FF, &gameState.stringOffsets);
Utils::Hook::Set(0x5A84B0, &gameState.stringOffsets);
Utils::Hook::Set(0x5A84E5, &gameState.stringOffsets);
Utils::Hook::Set(0x5AC333, &gameState.stringOffsets);
Utils::Hook::Set(0x5AC44A, &gameState.stringOffsets);
Utils::Hook::Set(0x5AC4F3, &gameState.stringOffsets);
Utils::Hook::Set(0x5AC57A, &gameState.stringOffsets);
Utils::Hook::Set(0x4235B7, &gameState.stringData);
Utils::Hook::Set(0x43478D, &gameState.stringData);
Utils::Hook::Set(0x44ADBC, &gameState.stringData);
Utils::Hook::Set(0x5A1FEF, &gameState.stringData);
Utils::Hook::Set(0x5A20E6, &gameState.stringData);
Utils::Hook::Set(0x5AC457, &gameState.stringData);
Utils::Hook::Set(0x5AC502, &gameState.stringData);
Utils::Hook::Set(0x5AC586, &gameState.stringData);
Utils::Hook::Set(0x5A2071, &gameState.dataCount);
Utils::Hook::Set(0x5A20CD, &gameState.dataCount);
Utils::Hook::Set(0x5A20DC, &gameState.dataCount);
Utils::Hook::Set(0x5A20F3, &gameState.dataCount);
Utils::Hook::Set(0x5A2104, &gameState.dataCount);
Utils::Hook::Set(0x5AC33F, &gameState.dataCount);
Utils::Hook::Set(0x5AC43B, &gameState.dataCount);
Utils::Hook::Set(0x5AC450, &gameState.dataCount);
Utils::Hook::Set(0x5AC463, &gameState.dataCount);
Utils::Hook::Set(0x5AC471, &gameState.dataCount);
Utils::Hook::Set(0x5AC4C3, &gameState.dataCount);
Utils::Hook::Set(0x5AC4E8, &gameState.dataCount);
Utils::Hook::Set(0x5AC4F8, &gameState.dataCount);
Utils::Hook::Set(0x5AC50F, &gameState.dataCount);
Utils::Hook::Set(0x5AC528, &gameState.dataCount);
Utils::Hook::Set(0x5AC56F, &gameState.dataCount);
Utils::Hook::Set(0x5AC580, &gameState.dataCount);
Utils::Hook::Set(0x5AC592, &gameState.dataCount);
Utils::Hook::Set(0x5AC59F, &gameState.dataCount);
}
void Weapon::PatchLimit()
{
Utils::Hook::Set<DWORD>(0x403783, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x403E8C, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x41BC34, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x42EB42, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x44FA7B, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x474E0D, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x48E8F2, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x492647, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x494585, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x4945DB, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x4B1F96, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x4D4A99, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x4DD566, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x4E3683, WEAPON_LIMIT); // Configstring
Utils::Hook::Set<DWORD>(0x58609F, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x586CAE, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x58F7BE, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x58F7D9, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x58F82D, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5D6C8B, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5D6CF7, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5E24D5, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5E2604, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5E2828, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5E2B4F, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5E366C, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5F2614, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5F7187, WEAPON_LIMIT);
Utils::Hook::Set<DWORD>(0x5FECF9, WEAPON_LIMIT);
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Utils::Hook::Set<int>(0x586CC3, -(WEAPON_LIMIT));
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// Reference: https://courses.engr.illinois.edu/ece390/books/artofasm/CH09/CH09-6.html (See 9.5.2 Division Without DIV and IDIV)
// And http://reverseengineering.stackexchange.com/questions/1397/how-can-i-reverse-optimized-integer-division-modulo-by-constant-operations
// The game's magic number is computed using this formula: (1 / 1200) * (2 ^ (32 + 7)
// I'm too lazy to generate the new magic number, so we can make use of the fact that using powers of 2 as scales allows to change the compensating shift
static_assert(((WEAPON_LIMIT / 1200) * 1200) == WEAPON_LIMIT && (WEAPON_LIMIT / 1200) != 0 && !((WEAPON_LIMIT / 1200) & ((WEAPON_LIMIT / 1200) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!");
const unsigned char compensation = 7 + static_cast<unsigned char>(log2(WEAPON_LIMIT / 1200)); // 7 is the compensation the game uses
Utils::Hook::Set<BYTE>(0x49263D, compensation);
Utils::Hook::Set<BYTE>(0x5E250C, compensation);
Utils::Hook::Set<BYTE>(0x5E2B43, compensation);
Utils::Hook::Set<BYTE>(0x5E352F, compensation);
Utils::Hook::Set<BYTE>(0x5FECEF, compensation);
static int bg_weaponCompleteDefs[WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4B35E1, sizeof(bg_weaponCompleteDefs));
Utils::Hook::Set(0x44CE07, bg_weaponCompleteDefs);
Utils::Hook::Set(0x45C671, bg_weaponCompleteDefs);
Utils::Hook::Set(0x45C6A4, bg_weaponCompleteDefs);
Utils::Hook::Set(0x4B35E8, bg_weaponCompleteDefs);
Utils::Hook::Set(0x4B3643, bg_weaponCompleteDefs);
Utils::Hook::Set(0x4CE903, bg_weaponCompleteDefs);
Utils::Hook::Set(0x4CE927, bg_weaponCompleteDefs);
Utils::Hook::Set(0x4E6EC7, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57B69A, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57B910, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57B925, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57BA22, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57BA51, bg_weaponCompleteDefs);
Utils::Hook::Set(0x57BA78, bg_weaponCompleteDefs);
static int bg_weaponDefs[WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4B35F2, sizeof(bg_weaponDefs));
Utils::Hook::Set(0x42F697, bg_weaponDefs);
Utils::Hook::Set(0x440EB7, bg_weaponDefs);
Utils::Hook::Set(0x45C67D, bg_weaponDefs);
Utils::Hook::Set(0x45C685, bg_weaponDefs);
Utils::Hook::Set(0x45C6B0, bg_weaponDefs);
Utils::Hook::Set(0x4B35F9, bg_weaponDefs);
Utils::Hook::Set(0x4B364B, bg_weaponDefs);
Utils::Hook::Set(0x57B693, bg_weaponDefs);
Utils::Hook::Set(0x57B75D, bg_weaponDefs);
Utils::Hook::Set(0x57B809, bg_weaponDefs);
Utils::Hook::Set(0x57B8D3, bg_weaponDefs);
Utils::Hook::Set(0x57B96D, bg_weaponDefs);
Utils::Hook::Set(0x57BA32, bg_weaponDefs);
static int bg_weapClips[WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4B3603, sizeof(bg_weapClips));
Utils::Hook::Set(0x4B360A, bg_weapClips);
Utils::Hook::Set(0x4B3666, bg_weapClips);
Utils::Hook::Set(0x57B993, bg_weapClips);
Utils::Hook::Set(0x57B9E1, bg_weapClips);
Utils::Hook::Set(0x57B9EA, bg_weapClips);
static int bg_sharedAmmoCaps[WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4B3614, sizeof(bg_sharedAmmoCaps));
Utils::Hook::Set(0x414D27, bg_sharedAmmoCaps);
Utils::Hook::Set(0x4B361B, bg_sharedAmmoCaps);
Utils::Hook::Set(0x4B365B, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B83B, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B870, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B87D, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B89C, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B8E0, bg_sharedAmmoCaps);
Utils::Hook::Set(0x57B901, bg_sharedAmmoCaps);
static int bg_weapAmmoTypes[WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4B3625, sizeof(bg_weapAmmoTypes));
Utils::Hook::Set(0x4B362C, bg_weapAmmoTypes);
Utils::Hook::Set(0x4B3650, bg_weapAmmoTypes);
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Utils::Hook::Set(0x57B783, bg_weapAmmoTypes);
Utils::Hook::Set(0x57B7D1, bg_weapAmmoTypes);
Utils::Hook::Set(0x57B7DA, bg_weapAmmoTypes);
static int weaponStrings[WEAPON_LIMIT * 2]; // string + hash
Utils::Hook::Set<DWORD>(0x504E01, sizeof(weaponStrings));
Utils::Hook::Set<DWORD>(0x4C77DC, sizeof(weaponStrings));
Utils::Hook::Set(0x4B72DC, weaponStrings);
Utils::Hook::Set(0x4C77E2, weaponStrings);
Utils::Hook::Set(0x504E08, weaponStrings);
Utils::Hook::Set(0x795584, weaponStrings);
Utils::Hook::Set(0x7955FC, weaponStrings);
Utils::Hook::Set(0x4B72E8, &weaponStrings[1]);
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static char cg_weaponsArray[32 * WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4E3300, sizeof(cg_weaponsArray));
Utils::Hook::Set<DWORD>(0x4E3305, sizeof(cg_weaponsArray));
Utils::Hook::Set<DWORD>(0x4F1927, sizeof(cg_weaponsArray));
Utils::Hook::Set<DWORD>(0x4F192C, sizeof(cg_weaponsArray));
Utils::Hook::Set(0x4172D8, cg_weaponsArray);
Utils::Hook::Set(0x45C96F, cg_weaponsArray);
Utils::Hook::Set(0x45C9C7, cg_weaponsArray);
Utils::Hook::Set(0x47F417, cg_weaponsArray);
Utils::Hook::Set(0x4BA571, cg_weaponsArray);
Utils::Hook::Set(0x4E330B, cg_weaponsArray);
Utils::Hook::Set(0x4EF56C, cg_weaponsArray);
Utils::Hook::Set(0x4F1934, cg_weaponsArray);
Utils::Hook::Set(0x58B879, cg_weaponsArray);
Utils::Hook::Set(0x58B98A, cg_weaponsArray);
Utils::Hook::Set(0x58CCF7, cg_weaponsArray);
Utils::Hook::Set(0x59BF05, cg_weaponsArray);
Utils::Hook::Set(0x59C39B, cg_weaponsArray);
Utils::Hook::Set(0x446D30, &cg_weaponsArray[8]);
Utils::Hook::Set(0x59BD68, &cg_weaponsArray[13]);
Utils::Hook::Set(0x58D0AE, &cg_weaponsArray[20]);
static int cg_weaponsStaticArray[3 * WEAPON_LIMIT];
Utils::Hook::Set<DWORD>(0x4E3322, sizeof(cg_weaponsStaticArray));
Utils::Hook::Set<DWORD>(0x4F1912, sizeof(cg_weaponsStaticArray));
Utils::Hook::Set(0x4548DE, cg_weaponsStaticArray);
Utils::Hook::Set(0x4E3328, cg_weaponsStaticArray);
Utils::Hook::Set(0x4EF57A, cg_weaponsStaticArray);
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Utils::Hook::Set(0x4F1919, cg_weaponsStaticArray);
Utils::Hook::Set(0x59C095, cg_weaponsStaticArray);
Utils::Hook::Set(0x59C09D, cg_weaponsStaticArray);
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static int unknownMaterialArray[WEAPON_LIMIT + 4];
Utils::Hook::Set(0x58D003, unknownMaterialArray);
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Utils::Hook::Set(0x58969A, &unknownMaterialArray[3]);
Utils::Hook::Set(0x4EF619, &unknownMaterialArray[4]);
Utils::Hook::Set(0x5896AB, &unknownMaterialArray[4]);
// Has to do with fx, but somehow lies within the material array
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Utils::Hook::Set(0x402069, &unknownMaterialArray[32]);
Utils::Hook::Set(0x4E05D9, &unknownMaterialArray[32]);
// Patch bg_weaponDefs on the stack
Utils::Hook::Set<DWORD>(0x40C31D, sizeof(bg_weaponDefs));
Utils::Hook::Set<DWORD>(0x40C32F, sizeof(bg_weaponDefs));
Utils::Hook::Set<DWORD>(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
// Move second buffer pointers
Utils::Hook::Set<DWORD>(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
// Move arg0 pointers
Utils::Hook::Set<DWORD>(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
// Move arg4 pointers
Utils::Hook::Set<DWORD>(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
// Patch bg_sharedAmmoCaps on the stack
Utils::Hook::Set<DWORD>(0x4F76E6, sizeof(bg_sharedAmmoCaps));
Utils::Hook::Set<DWORD>(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
// Move arg0 pointers
Utils::Hook::Set<DWORD>(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
// Move arg4 pointers
Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
}
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Weapon::Weapon()
{
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Weapon::PatchLimit();
Weapon::PatchConfigStrings();
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// Intercept weapon loading
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_WEAPON, Weapon::WeaponFileLoad);
// weapon asset existence check
Utils::Hook::Nop(0x408228, 5); // find asset header
Utils::Hook::Nop(0x408230, 5); // is asset default
Utils::Hook::Nop(0x40823A, 2); // jump
// Skip double loading for fs_game
Utils::Hook::Set<BYTE>(0x4081FD, 0xEB);
}
}