From 2171d95e1221442081bade7929c05b82ca0f2a08 Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Thu, 26 May 2022 23:09:15 +0100 Subject: update more stuff to new hook macros --- NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | 50 +++------------------- 1 file changed, 6 insertions(+), 44 deletions(-) (limited to 'NorthstarDedicatedTest/dedicatedmaterialsystem.cpp') diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp index d01d381f..3f1bf323 100644 --- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp +++ b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp @@ -4,20 +4,10 @@ #include "tier0.h" #include "NSMem.h" -typedef HRESULT (*__stdcall D3D11CreateDeviceType)( - void* pAdapter, - int DriverType, - HMODULE Software, - UINT Flags, - int* pFeatureLevels, - UINT FeatureLevels, - UINT SDKVersion, - void** ppDevice, - int* pFeatureLevel, - void** ppImmediateContext); -D3D11CreateDeviceType D3D11CreateDevice; +AUTOHOOK_INIT() -HRESULT __stdcall D3D11CreateDeviceHook( +AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, +HRESULT, __stdcall, ( void* pAdapter, int DriverType, HMODULE Software, @@ -27,7 +17,7 @@ HRESULT __stdcall D3D11CreateDeviceHook( UINT SDKVersion, void** ppDevice, int* pFeatureLevel, - void** ppImmediateContext) + void** ppImmediateContext), { // note: this is super duper temp pretty much just messing around with it // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't @@ -41,41 +31,13 @@ HRESULT __stdcall D3D11CreateDeviceHook( return D3D11CreateDevice( pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); -} +}) ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, [](HMODULE baseAddress) { - HookEnabler hook; - ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xD9A0E, &D3D11CreateDeviceHook, reinterpret_cast(&D3D11CreateDevice)); - - // 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; - //} + AUTOHOOK_DISPATCH() // CMaterialSystem::FindMaterial // make the game always use the error material NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00}); - - // previously had DisableDedicatedWindowCreation stuff here, removing for now since shit and unstable - // check commit history if needed }) \ No newline at end of file -- cgit v1.2.3