iw4x-client/iw4/Components/QuickPatch.cpp

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#include "..\STDInclude.hpp"
namespace Components
{
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__int64* QuickPatch::GetStatsID()
{
static __int64 id = 0x110000100001337;
return &id;
}
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QuickPatch::QuickPatch()
{
// remove system pre-init stuff (improper quit, disk full)
Utils::Hook::Set<BYTE>(0x411350, 0xC3);
// remove STEAMSTART checking for DRM IPC
Utils::Hook::Nop(0x451145, 5);
Utils::Hook::Set<BYTE>(0x45114C, 0xEB);
// disable playlist download function
Utils::Hook::Set<BYTE>(0x4D4790, 0xC3);
// disable playlist.ff loading function
Utils::Hook::Set<BYTE>(0x4D6E60, 0xC3);
// playlist dvar 'validity check'
Utils::Hook::Set<BYTE>(0x4B1170, 0xC3);
//Got playlists is true
Utils::Hook::Set<bool>(0x1AD3680, true);
// LSP disabled
Utils::Hook::Set<BYTE>(0x435950, 0xC3); // LSP HELLO
Utils::Hook::Set<BYTE>(0x49C220, 0xC3); // We wanted to send a logging packet, but we haven't connected to LSP!
Utils::Hook::Set<BYTE>(0x4BD900, 0xC3); // main LSP response func
Utils::Hook::Set<BYTE>(0x682170, 0xC3); // Telling LSP that we're playing a private match
// Don't delete config files if corrupted
Utils::Hook::Set<BYTE>(0x47DCB3, 0xEB);
// hopefully allow alt-tab during game, used at least in alt-enter handling
Utils::Hook::Set<DWORD>(0x45ACE0, 0xC301B0);
// fs_basegame
Utils::Hook::Set<char*>(0x6431D1, "data");
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// remove limit on IWD file loading
Utils::Hook::Set<BYTE>(0x642BF3, 0xEB);
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// Disable UPNP
Utils::Hook::Nop(0x60BE24, 5);
// disable the IWNet IP detection (default 'got ipdetect' flag to 1)
Utils::Hook::Set<BYTE>(0x649D6F0, 1);
// Fix stats sleeping
Utils::Hook::Set<BYTE>(0x6832BA, 0xEB);
Utils::Hook::Set<BYTE>(0x4BD190, 0xC3);
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// default sv_pure to 0
Utils::Hook::Set<BYTE>(0x4D3A74, 0);
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// Force debug logging
Utils::Hook::Nop(0x4AA89F, 2);
Utils::Hook::Nop(0x4AA8A1, 6);
// Patch stats steamid
Utils::Hook::Nop(0x682EBF, 20);
Utils::Hook::Nop(0x6830B1, 20);
Utils::Hook(0x682EBF, QuickPatch::GetStatsID, HOOK_CALL).Install()->Quick();
Utils::Hook(0x6830B1, QuickPatch::GetStatsID, HOOK_CALL).Install()->Quick();
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// Why?
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_WEAPON, 2400);
}
}