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Diffstat (limited to 'NorthstarDLL/clientauthhooks.cpp')
-rw-r--r--NorthstarDLL/clientauthhooks.cpp49
1 files changed, 24 insertions, 25 deletions
diff --git a/NorthstarDLL/clientauthhooks.cpp b/NorthstarDLL/clientauthhooks.cpp
index 3235e6cd..cd01ad91 100644
--- a/NorthstarDLL/clientauthhooks.cpp
+++ b/NorthstarDLL/clientauthhooks.cpp
@@ -1,12 +1,9 @@
#include "pch.h"
-#include "clientauthhooks.h"
-#include "hookutils.h"
-#include "gameutils.h"
#include "masterserver.h"
#include "convar.h"
+#include "r2client.h"
-typedef void (*AuthWithStryderType)(void* a1);
-AuthWithStryderType AuthWithStryder;
+AUTOHOOK_INIT()
ConVar* Cvar_ns_has_agreed_to_send_token;
@@ -15,51 +12,53 @@ const int NOT_DECIDED_TO_SEND_TOKEN = 0;
const int AGREED_TO_SEND_TOKEN = 1;
const int DISAGREED_TO_SEND_TOKEN = 2;
-typedef char* (*Auth3PTokenType)();
-Auth3PTokenType Auth3PToken;
-
-char* token_location = 0x0;
-
-void AuthWithStryderHook(void* a1)
+// clang-format off
+AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
+void, __fastcall, (void* a1))
+// clang-format on
{
// game will call this forever, until it gets a valid auth key
// so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder
- if (!g_MasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
+ if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
{
// if player has agreed to send token and we aren't already authing, try to auth
if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN &&
- !g_MasterServerManager->m_bOriginAuthWithMasterServerInProgress)
- g_MasterServerManager->AuthenticateOriginWithMasterServer(g_LocalPlayerUserID, g_LocalPlayerOriginToken);
+ !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
+ g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
// invalidate key so auth will fail
- *g_LocalPlayerOriginToken = 0;
+ *R2::g_pLocalPlayerOriginToken = 0;
}
AuthWithStryder(a1);
}
-char* Auth3PTokenHook()
+char* p3PToken;
+
+// clang-format off
+AUTOHOOK(Auth3PToken, engine.dll + 0x183760,
+char*, __fastcall, ())
+// clang-format on
{
- if (g_MasterServerManager->m_sOwnClientAuthToken[0] != 0)
+ if (g_pMasterServerManager->m_sOwnClientAuthToken[0])
{
- memset(token_location, 0x0, 1024);
- strcpy(token_location, "Protocol 3: Protect the Pilot");
+ memset(p3PToken, 0x0, 1024);
+ strcpy(p3PToken, "Protocol 3: Protect the Pilot");
}
return Auth3PToken();
}
-void InitialiseClientAuthHooks(HMODULE baseAddress)
+ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module))
{
+ AUTOHOOK_DISPATCH()
+
+ p3PToken = module.Offset(0x13979D80).As<char*>();
+
// this cvar will save to cfg once initially agreed with
Cvar_ns_has_agreed_to_send_token = new ConVar(
"ns_has_agreed_to_send_token",
"0",
FCVAR_ARCHIVE_PLAYERPROFILE,
"whether the user has agreed to send their origin token to the northstar masterserver");
-
- HookEnabler hook;
- ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1843A0, &AuthWithStryderHook, reinterpret_cast<LPVOID*>(&AuthWithStryder));
- ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x183760, &Auth3PTokenHook, reinterpret_cast<LPVOID*>(&Auth3PToken));
- token_location = (char*)baseAddress + 0x13979D80;
}