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#pragma once
#include "pch.h"
#include "dedicated.h"
#include "dedicatedmaterialsystem.h"
#include "hookutils.h"
void InitialiseDedicatedMaterialSystem(HMODULE baseAddress)
{
if (!IsDedicated())
return;
//while (!IsDebuggerPresent())
// Sleep(100);
// not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard
// we use -noshaderapi instead now
//{
// // function that launches renderthread
// char* ptr = (char*)baseAddress + 0x87047;
// TempReadWrite rw(ptr);
//
// // make it not launch renderthread
// *ptr = (char)0x90;
// *(ptr + 1) = (char)0x90;
// *(ptr + 2) = (char)0x90;
// *(ptr + 3) = (char)0x90;
// *(ptr + 4) = (char)0x90;
// *(ptr + 5) = (char)0x90;
//}
//
//{
// // some function that waits on renderthread job
// char* ptr = (char*)baseAddress + 0x87d00;
// TempReadWrite rw(ptr);
//
// // return immediately
// *ptr = (char)0xC3;
//}
{
// CMaterialSystem::FindMaterial
char* ptr = (char*)baseAddress + 0x5F0F1;
TempReadWrite rw(ptr);
// make the game always use the error material
*ptr = 0xE9;
*(ptr + 1) = (char)0x34;
*(ptr + 2) = (char)0x03;
*(ptr + 3) = (char)0x00;
}
if (DisableDedicatedWindowCreation())
{
{
// materialsystem rpak type registrations
char* ptr = (char*)baseAddress + 0x22B5;
TempReadWrite rw(ptr);
// nop a call that crashes, not needed on dedi
*ptr = 0x90;
*(ptr + 1) = (char)0x90;
*(ptr + 2) = (char)0x90;
*(ptr + 3) = (char)0x90;
*(ptr + 4) = (char)0x90;
}
// these don't fully work, they cause game to hang on rpak init, needs reworking
{
// materialsystem rpak type: texture
char* ptr = (char*)baseAddress + 0x2B3A;
TempReadWrite rw(ptr);
// je=>jmp
*ptr = (char)0xE9;
*(ptr + 1) = (char)0x48;
*(ptr + 2) = (char)0x02;
*(ptr + 3) = (char)0x00;
*(ptr + 4) = (char)0x00;
}
{
// materialsystem rpak type: material
char* ptr = (char*)baseAddress + 0x50AD4;
TempReadWrite rw(ptr);
// je=>jmp
*ptr = (char)0xEB;
}
{
// materialsystem rpak type: shader
char* ptr = (char*)baseAddress + 0x2850;
TempReadWrite rw(ptr);
// make it return 0
// mov rax,0
*ptr = 0x48;
*(ptr + 1) = (char)0xB8;
*(ptr + 2) = (char)0x00;
*(ptr + 3) = (char)0x00;
*(ptr + 4) = (char)0x00;
*(ptr + 5) = (char)0x00;
*(ptr + 6) = (char)0x00;
*(ptr + 7) = (char)0x00;
*(ptr + 8) = (char)0x00;
*(ptr + 9) = (char)0x00;
// ret
*(ptr + 10) = (char)0xC3;
}
{
// some renderthread stuff
char* ptr = (char*)baseAddress + 0x8C10;
TempReadWrite rw(ptr);
// call => nop
*ptr = (char)0x90;
*(ptr + 1) = (char)0x90;
}
}
}
// rpak pain
struct RpakTypeDefinition
{
int64_t magic;
char* longName;
// more fields but they don't really matter for what we use them for
};
typedef void*(*RegisterRpakTypeType)(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2);
RegisterRpakTypeType RegisterRpakType;
typedef void(*RegisterMaterialSystemRpakTypes)();
void* RegisterRpakTypeHook(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2)
{
// make sure this prints right
char magicName[5];
memcpy(magicName, &rpakStruct->magic, 4);
magicName[4] = 0; // null terminator
spdlog::info("rpak type {} {} registered", magicName, rpakStruct->longName);
// reregister rpak types that aren't registered on a windowless dedi
if (IsDedicated() && DisableDedicatedWindowCreation() && rpakStruct->magic == 0x64636C72) // rlcd magic, this one is registered last
((RegisterMaterialSystemRpakTypes)((char*)GetModuleHandleA("materialsystem_dx11.dll") + 0x22A0))(); // slightly hellish call, registers materialsystem rpak types
return RegisterRpakType(rpakStruct, a1, a2);
}
void InitialiseDedicatedRtechGame(HMODULE baseAddress)
{
// potentially do this somewhere other than dedicated stuff if it's going to be used in non-dedi
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)GetModuleHandleA("rtech_game.dll") + 0x7BE0, &RegisterRpakTypeHook, reinterpret_cast<LPVOID*>(&RegisterRpakType));
if (!IsDedicated())
return;
}
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