#include "pch.h" #include "convar.h" #include "gameutils.h" // cmd.h Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer; Cbuf_AddTextType Cbuf_AddText; Cbuf_ExecuteType Cbuf_Execute; // hoststate stuff CHostState* g_pHostState; // cengine stuff CEngine* g_pEngine; server_state_t* sv_m_State; // server entity stuff Server_GetEntityByIndexType Server_GetEntityByIndex; // auth char* g_LocalPlayerUserID; char* g_LocalPlayerOriginToken; // misc stuff GetBaseLocalClientType GetBaseLocalClient; void InitialiseEngineGameUtilFunctions(HMODULE baseAddress) { Cbuf_GetCurrentPlayer = (Cbuf_GetCurrentPlayerType)((char*)baseAddress + 0x120630); Cbuf_AddText = (Cbuf_AddTextType)((char*)baseAddress + 0x1203B0); Cbuf_Execute = (Cbuf_ExecuteType)((char*)baseAddress + 0x1204B0); g_pHostState = (CHostState*)((char*)baseAddress + 0x7CF180); g_pEngine = *(CEngine**)((char*)baseAddress + 0x7D70C8); sv_m_State = (server_state_t*)((char*)baseAddress + 0x12A53D48); g_LocalPlayerUserID = (char*)baseAddress + 0x13F8E688; g_LocalPlayerOriginToken = (char*)baseAddress + 0x13979C80; GetBaseLocalClient = (GetBaseLocalClientType)((char*)baseAddress + 0x78200); /* NOTE: g_pCVar->FindVar("convar_name") now works. These are no longer needed. You can also itterate over every ConVar using CCVarIteratorInternal dump the pointers to a vector and access them from there. Example: std::vector g_pAllConVars; for (auto& map : g_pCVar->DumpToMap()) { ConVar* pConVar = g_pCVar->FindVar(map.first.c_str()); if (pConVar) { g_pAllConVars.push_back(pConVar); } }*/ } void InitialiseServerGameUtilFunctions(HMODULE baseAddress) { Server_GetEntityByIndex = (Server_GetEntityByIndexType)((char*)baseAddress + 0xFB820); }