custom functions
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10c54dd3bf
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@ -92,20 +92,20 @@ namespace gsc
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}
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}
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void vm_call_builtin_function_internal(int specific_function_id)
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void vm_call_builtin_function_internal(int function_id)
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{
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const auto function_id = specific_function_id;
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const auto custom = functions.contains(static_cast<std::uint16_t>(function_id));
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const auto custom_function_id = static_cast<std::uint16_t>(function_id); // cast for gsc-tool & our custom func map
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const auto custom = functions.contains(custom_function_id);
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if (custom)
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{
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execute_custom_function(function_id);
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execute_custom_function(custom_function_id);
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return;
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}
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builtin_function func = func_table[function_id];
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builtin_function func = func_table[function_id - 1]; // game does this for the stock func table
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if (func == nullptr)
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{
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printf(utils::string::va("builtin function \"%s\" doesn't exist", gsc_ctx->func_name(function_id).data()), true); // scr_error crashes
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console::error(utils::string::va("builtin function \"%s\" doesn't exist", gsc_ctx->func_name(custom_function_id).data())); // scr_error crashes
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return;
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}
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@ -119,8 +119,7 @@ namespace gsc
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a.pushad64();
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a.push(rcx);
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a.mov(rcx, rcx); // function id is already in rcx
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a.dec(rcx); // -1
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a.call_aligned(vm_call_builtin_function_internal); // call with builtin_function
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a.call_aligned(vm_call_builtin_function_internal);
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a.pop(rcx);
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a.popad64();
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@ -159,7 +158,7 @@ namespace gsc
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if (meth == nullptr)
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{
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printf(utils::string::va("builtin method \"%s\" doesn't exist", gsc_ctx->meth_name(method_id).data()), true); // scr_error crashes
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console::error(utils::string::va("builtin method \"%s\" doesn't exist", gsc_ctx->meth_name(method_id).data()), true); // scr_error crashes
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return;
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}
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@ -292,7 +291,7 @@ namespace gsc
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else
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{
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const auto id = ++function_id_start;
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gsc_ctx->func_add(name, static_cast<std::uint16_t>(id));
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gsc_ctx->func_add(name, id);
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functions[id] = function;
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}
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}
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@ -349,29 +348,19 @@ namespace gsc
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developer_script = game::Dvar_RegisterBool("developer_script", true, 0, "Enable developer script comments"); // enable by default for now
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utils::hook::set<uint32_t>(0xBFD16B_b + 1, func_table_count); // change builtin func count
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utils::hook::set<uint32_t>(0xBFD172_b + 4,
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static_cast<uint32_t>(reverse_b((&func_table))));
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/*
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utils::hook::set<uint32_t>(0xC0E5CE_b + 3,
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static_cast<uint32_t>(reverse_b((&func_table))));
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*/
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utils::hook::nop(0xC0E5CE_b, 12); // nop everything from the lea instruction to the jmp
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utils::hook::set<uint32_t>(0xBFD172_b + 4, static_cast<uint32_t>(reverse_b((&func_table))));
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utils::hook::nop(0xC0E5CE_b, 12); // nop the call & jmp at the end of call_builtin
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utils::hook::jump(0xC0E5CE_b, vm_call_builtin_function_stub(), true);
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utils::hook::inject(0xBFD5A1_b + 3, &func_table);
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utils::hook::set<uint32_t>(0xBFD595_b + 2, sizeof(func_table));
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function::add("test", [](const function_args& args)
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function::add("print", [](const function_args& args)
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{
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// return 0 so the game doesn't override the cfg
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printf("test\n");
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console::debug(args[0].as<const char*>());
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console::info(args[0].as<std::string>().data());
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return scripting::script_value{};
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});
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//utils::hook::set<uint32_t>(0xBFD182_b + 4,
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// static_cast<uint32_t>(reverse_b((&meth_table))));
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//utils::hook::set<uint32_t>(0xC0E8F2_b + 3, // could be wrong..
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