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-rw-r--r--enc_temp_folder/1f2f287a281d83d9f25d929b98193d/dedicatedmaterialsystem.cpp186
1 files changed, 186 insertions, 0 deletions
diff --git a/enc_temp_folder/1f2f287a281d83d9f25d929b98193d/dedicatedmaterialsystem.cpp b/enc_temp_folder/1f2f287a281d83d9f25d929b98193d/dedicatedmaterialsystem.cpp
new file mode 100644
index 00000000..30a55b94
--- /dev/null
+++ b/enc_temp_folder/1f2f287a281d83d9f25d929b98193d/dedicatedmaterialsystem.cpp
@@ -0,0 +1,186 @@
+#pragma once
+#include "pch.h"
+#include "dedicated.h"
+#include "dedicatedmaterialsystem.h"
+#include "hookutils.h"
+
+void InitialiseDedicatedMaterialSystem(HMODULE baseAddress)
+{
+ if (!IsDedicated())
+ return;
+
+ //while (!IsDebuggerPresent())
+ // Sleep(100);
+
+ // not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard
+ //{
+ // // function that launches renderthread
+ // char* ptr = (char*)baseAddress + 0x87047;
+ // TempReadWrite rw(ptr);
+ //
+ // // make it not launch renderthread
+ // *ptr = (char)0x90;
+ // *(ptr + 1) = (char)0x90;
+ // *(ptr + 2) = (char)0x90;
+ // *(ptr + 3) = (char)0x90;
+ // *(ptr + 4) = (char)0x90;
+ // *(ptr + 5) = (char)0x90;
+ //}
+ //
+ //{
+ // // some function that waits on renderthread job
+ // char* ptr = (char*)baseAddress + 0x87d00;
+ // TempReadWrite rw(ptr);
+ //
+ // // return immediately
+ // *ptr = (char)0xC3;
+ //}
+
+ {
+ // CMaterialSystem::FindMaterial
+ char* ptr = (char*)baseAddress + 0x5F0F1;
+ TempReadWrite rw(ptr);
+
+ // make the game always use the error material
+ *ptr = 0xE9;
+ *(ptr + 1) = (char)0x34;
+ *(ptr + 2) = (char)0x03;
+ *(ptr + 3) = (char)0x00;
+ }
+
+ if (DisableDedicatedWindowCreation())
+ {
+ {
+ // materialsystem rpak type registrations
+ char* ptr = (char*)baseAddress + 0x22B5;
+ TempReadWrite rw(ptr);
+
+ // nop a call that crashes, not needed on dedi
+ *ptr = 0x90;
+ *(ptr + 1) = (char)0x90;
+ *(ptr + 2) = (char)0x90;
+ *(ptr + 3) = (char)0x90;
+ *(ptr + 4) = (char)0x90;
+ }
+
+ // these don't work, they cause game to hang on loading
+ {
+ // materialsystem rpak type: texture
+ char* ptr = (char*)baseAddress + 0x2B00;
+ TempReadWrite rw(ptr);
+
+ // make it return 0
+ // mov rax,0
+ *ptr = 0x48;
+ *(ptr + 1) = (char)0xB8;
+ *(ptr + 2) = (char)0x00;
+ *(ptr + 3) = (char)0x00;
+ *(ptr + 4) = (char)0x00;
+ *(ptr + 5) = (char)0x00;
+ *(ptr + 6) = (char)0x00;
+ *(ptr + 7) = (char)0x00;
+ *(ptr + 8) = (char)0x00;
+ *(ptr + 9) = (char)0x00;
+
+ // ret
+ *(ptr + 10) = (char)0xC3;
+ }
+
+ {
+ // materialsystem rpak type: material
+ char* ptr = (char*)baseAddress + 0x50AA0;
+ TempReadWrite rw(ptr);
+
+ // make it return 0
+ // mov rax,0
+ *ptr = 0x48;
+ *(ptr + 1) = (char)0xB8;
+ *(ptr + 2) = (char)0x00;
+ *(ptr + 3) = (char)0x00;
+ *(ptr + 4) = (char)0x00;
+ *(ptr + 5) = (char)0x00;
+ *(ptr + 6) = (char)0x00;
+ *(ptr + 7) = (char)0x00;
+ *(ptr + 8) = (char)0x00;
+ *(ptr + 9) = (char)0x00;
+
+ // ret
+ *(ptr + 10) = (char)0xC3;
+ }
+
+ {
+ // materialsystem rpak type: shader
+ char* ptr = (char*)baseAddress + 0x2850;
+ TempReadWrite rw(ptr);
+
+ // make it return 0
+ // mov rax,0
+ *ptr = 0x48;
+ *(ptr + 1) = (char)0xB8;
+ *(ptr + 2) = (char)0x00;
+ *(ptr + 3) = (char)0x00;
+ *(ptr + 4) = (char)0x00;
+ *(ptr + 5) = (char)0x00;
+ *(ptr + 6) = (char)0x00;
+ *(ptr + 7) = (char)0x00;
+ *(ptr + 8) = (char)0x00;
+ *(ptr + 9) = (char)0x00;
+
+ // ret
+ *(ptr + 10) = (char)0xC3;
+ }
+
+ {
+ // some renderthread stuff
+ char* ptr = (char*)baseAddress + 0x8C10;
+ TempReadWrite rw(ptr);
+
+ // call => nop
+ *ptr = (char)0x90;
+ *(ptr + 1) = (char)0x90;
+ }
+ }
+}
+
+// rpak pain
+struct RpakTypeDefinition
+{
+ int64_t magic;
+ char* longName;
+
+ // more fields but they don't really matter for what we use them for
+};
+
+typedef void*(*RegisterRpakTypeType)(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2);
+RegisterRpakTypeType RegisterRpakType;
+
+typedef void(*RegisterMaterialSystemRpakTypes)();
+
+void* RegisterRpakTypeHook(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2)
+{
+ // make sure this prints right
+ char magicName[5];
+ memcpy(magicName, &rpakStruct->magic, 4);
+ magicName[4] = 0;
+
+ spdlog::info("rpak type {} {} registered {} {}", magicName, rpakStruct->longName, a1, a2);
+
+ // reregister rpak types that aren't registered on a windowless dedi
+ if (IsDedicated() && DisableDedicatedWindowCreation() && rpakStruct->magic == 0x64636C72) // rlcd, this one is registered last
+ ((RegisterMaterialSystemRpakTypes)((char*)GetModuleHandleA("materialsystem_dx11.dll") + 0x22A0))(); // slightly hellish call
+
+ return RegisterRpakType(rpakStruct, a1, a2);
+}
+
+void InitialiseDedicatedRtechGame(HMODULE baseAddress)
+{
+ spdlog::info("InitialiseDedicatedRtechGame");
+
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(hook, (char*)GetModuleHandleA("rtech_game.dll") + 0x7BE0, &RegisterRpakTypeHook, reinterpret_cast<LPVOID*>(&RegisterRpakType));
+
+ if (!IsDedicated())
+ return;
+
+
+} \ No newline at end of file