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#include "pch.h"
#include "convar.h"
#include "gameutils.h"
#include "hoststate.h"
// cmd.h
Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer;
Cbuf_AddTextType Cbuf_AddText;
Cbuf_ExecuteType Cbuf_Execute;
// 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);
R2::g_pHostState = (R2::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<ConVar*> 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);
}
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