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#include "pch.h"
#include "serverchathooks.h"
#include "limits.h"
#include "squirrel.h"
#include "r2server.h"
#include <rapidjson/document.h>
#include <rapidjson/stringbuffer.h>
#include <rapidjson/writer.h>
AUTOHOOK_INIT()
class CServerGameDLL;
class CRecipientFilter
{
char unknown[58];
};
CServerGameDLL* g_pServerGameDLL;
void(__fastcall* CServerGameDLL__OnReceivedSayTextMessage)(
CServerGameDLL* self, unsigned int senderPlayerId, const char* text, int channelId);
void(__fastcall* CRecipientFilter__Construct)(CRecipientFilter* self);
void(__fastcall* CRecipientFilter__Destruct)(CRecipientFilter* self);
void(__fastcall* CRecipientFilter__AddAllPlayers)(CRecipientFilter* self);
void(__fastcall* CRecipientFilter__AddRecipient)(CRecipientFilter* self, const R2::CBasePlayer* player);
void(__fastcall* CRecipientFilter__MakeReliable)(CRecipientFilter* self);
void(__fastcall* UserMessageBegin)(CRecipientFilter* filter, const char* messagename);
void(__fastcall* MessageEnd)();
void(__fastcall* MessageWriteByte)(int iValue);
void(__fastcall* MessageWriteString)(const char* sz);
void(__fastcall* MessageWriteBool)(bool bValue);
bool bShouldCallSayTextHook = false;
AUTOHOOK(_CServerGameDLL__OnReceivedSayTextMessage, server.dll + 0x1595C0,
void,, (CServerGameDLL* self, unsigned int senderPlayerId, const char* text, bool isTeam))
{
// MiniHook doesn't allow calling the base function outside of anywhere but the hook function.
// To allow bypassing the hook, isSkippingHook can be set.
if (bShouldCallSayTextHook)
{
bShouldCallSayTextHook = false;
_CServerGameDLL__OnReceivedSayTextMessage(self, senderPlayerId, text, isTeam);
return;
}
// check chat ratelimits
if (!g_pServerLimits->CheckChatLimits(&R2::g_pClientArray[senderPlayerId - 1]))
return;
if (g_pSquirrel<ScriptContext::SERVER>->setupfunc("CServerGameDLL_ProcessMessageStartThread") != SQRESULT_ERROR)
{
g_pSquirrel<ScriptContext::SERVER>->pushinteger(g_pSquirrel<ScriptContext::SERVER>->sqvm, (int)senderPlayerId - 1);
g_pSquirrel<ScriptContext::SERVER>->pushstring(g_pSquirrel<ScriptContext::SERVER>->sqvm, text);
g_pSquirrel<ScriptContext::SERVER>->pushbool(g_pSquirrel<ScriptContext::SERVER>->sqvm, isTeam);
g_pSquirrel<ScriptContext::SERVER>->call(g_pSquirrel<ScriptContext::SERVER>->sqvm, 3);
}
else
_CServerGameDLL__OnReceivedSayTextMessage(self, senderPlayerId, text, isTeam);
}
void ChatSendMessage(unsigned int playerIndex, const char* text, bool isteam)
{
bShouldCallSayTextHook = true;
CServerGameDLL__OnReceivedSayTextMessage(
g_pServerGameDLL,
// Ensure the first bit isn't set, since this indicates a custom message
(playerIndex + 1) & CUSTOM_MESSAGE_INDEX_MASK,
text,
isteam);
}
void ChatBroadcastMessage(int fromPlayerIndex, int toPlayerIndex, const char* text, bool isTeam, bool isDead, CustomMessageType messageType)
{
R2::CBasePlayer* toPlayer = NULL;
if (toPlayerIndex >= 0)
{
toPlayer = R2::UTIL_PlayerByIndex(toPlayerIndex + 1);
if (toPlayer == NULL)
return;
}
// Build a new string where the first byte is the message type
char sendText[256];
sendText[0] = (char)messageType;
strncpy_s(sendText + 1, 255, text, 254);
// Anonymous custom messages use playerId=0, non-anonymous ones use a player ID with the first bit set
unsigned int fromPlayerId = fromPlayerIndex < 0 ? 0 : ((fromPlayerIndex + 1) | CUSTOM_MESSAGE_INDEX_BIT);
CRecipientFilter filter;
CRecipientFilter__Construct(&filter);
if (toPlayer == NULL)
{
CRecipientFilter__AddAllPlayers(&filter);
}
else
{
CRecipientFilter__AddRecipient(&filter, toPlayer);
}
CRecipientFilter__MakeReliable(&filter);
UserMessageBegin(&filter, "SayText");
MessageWriteByte(fromPlayerId);
MessageWriteString(sendText);
MessageWriteBool(isTeam);
MessageWriteBool(isDead);
MessageEnd();
CRecipientFilter__Destruct(&filter);
}
// void function NSSendMessage( int playerIndex, string text, bool isTeam )
SQRESULT SQ_SendMessage(HSquirrelVM* sqvm)
{
int playerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 1);
const char* text = g_pSquirrel<ScriptContext::SERVER>->getstring(sqvm, 2);
bool isTeam = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 3);
ChatSendMessage(playerIndex, text, isTeam);
return SQRESULT_NULL;
}
// void function NSBroadcastMessage( int fromPlayerIndex, int toPlayerIndex, string text, bool isTeam, bool isDead, int messageType )
SQRESULT SQ_BroadcastMessage(HSquirrelVM* sqvm)
{
int fromPlayerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 1);
int toPlayerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 2);
const char* text = g_pSquirrel<ScriptContext::SERVER>->getstring(sqvm, 3);
bool isTeam = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 4);
bool isDead = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 5);
int messageType = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 6);
if (messageType < 1)
{
g_pSquirrel<ScriptContext::SERVER>->raiseerror(sqvm, fmt::format("Invalid message type {}", messageType).c_str());
return SQRESULT_ERROR;
}
ChatBroadcastMessage(fromPlayerIndex, toPlayerIndex, text, isTeam, isDead, (CustomMessageType)messageType);
return SQRESULT_NULL;
}
ON_DLL_LOAD("engine.dll", EngineServerChatHooks, (CModule module))
{
g_pServerGameDLL = module.Offset(0x13F0AA98).As<CServerGameDLL*>();
}
ON_DLL_LOAD_RELIESON("server.dll", ServerChatHooks, ServerSquirrel, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(server.dll)
CServerGameDLL__OnReceivedSayTextMessage = module.Offset(0x1595C0).As<void(__fastcall*)(CServerGameDLL*, unsigned int, const char*, int)>();
CRecipientFilter__Construct = module.Offset(0x1E9440).As<void(__fastcall*)(CRecipientFilter*)>();
CRecipientFilter__Destruct = module.Offset(0x1E9700).As<void(__fastcall*)(CRecipientFilter*)>();
CRecipientFilter__AddAllPlayers = module.Offset(0x1E9940).As<void(__fastcall*)(CRecipientFilter*)>();
CRecipientFilter__AddRecipient = module.Offset(0x1E9B30).As<void(__fastcall*)(CRecipientFilter*, const R2::CBasePlayer*)>();
CRecipientFilter__MakeReliable = module.Offset(0x1EA4E0).As<void(__fastcall*)(CRecipientFilter*)>();
UserMessageBegin = module.Offset(0x15C520).As<void(__fastcall*)(CRecipientFilter*, const char*)>();
MessageEnd = module.Offset(0x158880).As<void(__fastcall*)()>();
MessageWriteByte = module.Offset(0x158A90).As<void(__fastcall*)(int)>();
MessageWriteString = module.Offset(0x158D00).As<void(__fastcall*)(const char*)>();
MessageWriteBool = module.Offset(0x158A00).As<void(__fastcall*)(bool)>();
// Chat sending functions
g_pSquirrel<ScriptContext::SERVER>->AddFuncRegistration("void", "NSSendMessage", "int playerIndex, string text, bool isTeam", "", SQ_SendMessage);
g_pSquirrel<ScriptContext::SERVER>->AddFuncRegistration(
"void",
"NSBroadcastMessage",
"int fromPlayerIndex, int toPlayerIndex, string text, bool isTeam, bool isDead, int messageType",
"",
SQ_BroadcastMessage);
}
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