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#include "pch.h"
#include "sourceinterface.h"
#include "sourceconsole.h"
AUTOHOOK_INIT()
// really wanted to do a modular callback system here but honestly couldn't be bothered so hardcoding stuff for now: todo later
// clang-format off
AUTOHOOK_PROCADDRESS(ClientCreateInterface, client.dll, CreateInterface,
void*, __fastcall, (const char* pName, const int* pReturnCode))
// clang-format on
{
void* ret = ClientCreateInterface(pName, pReturnCode);
spdlog::info("CreateInterface CLIENT {}", pName);
if (!strcmp(pName, "GameClientExports001"))
InitialiseConsoleOnInterfaceCreation();
return ret;
}
// clang-format off
AUTOHOOK_PROCADDRESS(ServerCreateInterface, server.dll, CreateInterface,
void*, __fastcall, (const char* pName, const int* pReturnCode))
// clang-format on
{
void* ret = ServerCreateInterface(pName, pReturnCode);
spdlog::info("CreateInterface SERVER {}", pName);
return ret;
}
// clang-format off
AUTOHOOK_PROCADDRESS(EngineCreateInterface, engine.dll, CreateInterface,
void*, __fastcall, (const char* pName, const int* pReturnCode))
// clang-format on
{
void* ret = EngineCreateInterface(pName, pReturnCode);
spdlog::info("CreateInterface ENGINE {}", pName);
return ret;
}
// clang-format off
ON_DLL_LOAD("client.dll", ClientInterface, (CModule module)) {AUTOHOOK_DISPATCH_MODULE(client.dll)}
ON_DLL_LOAD("server.dll", ServerInterface, (CModule module)) {AUTOHOOK_DISPATCH_MODULE(server.dll)}
ON_DLL_LOAD("engine.dll", EngineInterface, (CModule module)) {AUTOHOOK_DISPATCH_MODULE(engine.dll)}
// clang-format on
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