#include "pch.h" #include "r2engine.h" using namespace R2; // use the R2 namespace for game funcs namespace R2 { Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer; Cbuf_AddTextType Cbuf_AddText; Cbuf_ExecuteType Cbuf_Execute; bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, R2::cmd_source_t commandSource); CEngine* g_pEngine; void (*CBaseClient__Disconnect)(void* self, uint32_t unknownButAlways1, const char* reason, ...); CBaseClient* g_pClientArray; server_state_t* g_pServerState; char* g_pModName = nullptr; // we cant set this up here atm since we dont have an offset to it in engine, instead we store it in IsRespawnMod } // namespace R2 ON_DLL_LOAD("engine.dll", R2Engine, (CModule module)) { Cbuf_GetCurrentPlayer = module.Offset(0x120630).As<Cbuf_GetCurrentPlayerType>(); Cbuf_AddText = module.Offset(0x1203B0).As<Cbuf_AddTextType>(); Cbuf_Execute = module.Offset(0x1204B0).As<Cbuf_ExecuteType>(); CCommand__Tokenize = module.Offset(0x418380).As<bool (*)(CCommand&, const char*, R2::cmd_source_t)>(); g_pEngine = module.Offset(0x7D70C8).Deref().As<CEngine*>(); CBaseClient__Disconnect = module.Offset(0x1012C0).As<void (*)(void*, uint32_t, const char*, ...)>(); g_pClientArray = module.Offset(0x12A53F90).As<CBaseClient*>(); g_pServerState = module.Offset(0x12A53D48).As<server_state_t*>(); }