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#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
CGlobalVars* g_pGlobals;
} // namespace R2
ON_DLL_LOAD("engine.dll", R2Engine, (CModule module))
{
Cbuf_GetCurrentPlayer = module.Offset(0x120630).RCast<Cbuf_GetCurrentPlayerType>();
Cbuf_AddText = module.Offset(0x1203B0).RCast<Cbuf_AddTextType>();
Cbuf_Execute = module.Offset(0x1204B0).RCast<Cbuf_ExecuteType>();
CCommand__Tokenize = module.Offset(0x418380).RCast<bool (*)(CCommand&, const char*, R2::cmd_source_t)>();
g_pEngine = module.Offset(0x7D70C8).Deref().RCast<CEngine*>();
CBaseClient__Disconnect = module.Offset(0x1012C0).RCast<void (*)(void*, uint32_t, const char*, ...)>();
g_pClientArray = module.Offset(0x12A53F90).RCast<CBaseClient*>();
g_pServerState = module.Offset(0x12A53D48).RCast<server_state_t*>();
g_pGlobals = module.Offset(0x7C6F70).RCast<CGlobalVars*>();
}
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