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|
#include "pch.h"
#include "masterserver.h"
#include "concommand.h"
#include "gameutils.h"
#include "hookutils.h"
#include "httplib.h"
#include "serverauthentication.h"
#include "rapidjson/document.h"
#include "rapidjson/error/en.h"
ConVar* Cvar_ns_masterserver_hostname;
ConVar* Cvar_ns_masterserver_port;
ConVar* Cvar_ns_report_server_to_masterserver;
ConVar* Cvar_ns_report_sp_server_to_masterserver;
ConVar* Cvar_ns_server_name;
ConVar* Cvar_ns_server_desc;
ConVar* Cvar_ns_server_password;
MasterServerManager* g_MasterServerManager;
typedef void(*CHostState__State_NewGameType)(CHostState* hostState);
CHostState__State_NewGameType CHostState__State_NewGame;
typedef void(*CHostState__State_ChangeLevelMPType)(CHostState* hostState);
CHostState__State_ChangeLevelMPType CHostState__State_ChangeLevelMP;
typedef void(*CHostState__State_ChangeLevelSPType)(CHostState* hostState);
CHostState__State_ChangeLevelSPType CHostState__State_ChangeLevelSP;
typedef void(*CHostState__State_GameShutdownType)(CHostState* hostState);
CHostState__State_GameShutdownType CHostState__State_GameShutdown;
RemoteServerInfo::RemoteServerInfo(const char* newId, const char* newName, const char* newDescription, const char* newMap, const char* newPlaylist, int newPlayerCount, int newMaxPlayers, bool newRequiresPassword)
{
// passworded servers don't have public ips
requiresPassword = newRequiresPassword;
strncpy((char*)id, newId, sizeof(id));
id[sizeof(id) - 1] = 0;
strncpy((char*)name, newName, sizeof(name));
name[sizeof(name) - 1] = 0;
description = std::string(newDescription);
strncpy((char*)map, newMap, sizeof(map));
map[sizeof(map) - 1] = 0;
strncpy((char*)playlist, newPlaylist, sizeof(playlist));
playlist[sizeof(playlist) - 1] = 0;
playerCount = newPlayerCount;
maxPlayers = newMaxPlayers;
}
void MasterServerManager::ClearServerList()
{
// this doesn't really do anything lol, probably isn't threadsafe
m_requestingServerList = true;
m_remoteServers.clear();
m_requestingServerList = false;
}
void MasterServerManager::RequestServerList()
{
// do this here so it's instantly set on call for scripts
m_scriptRequestingServerList = true;
std::thread requestThread([this]()
{
// make sure we never have 2 threads writing at once
// i sure do hope this is actually threadsafe
while (m_requestingServerList)
Sleep(100);
m_requestingServerList = true;
m_scriptRequestingServerList = true;
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
spdlog::info("Requesting server list from {}", Cvar_ns_masterserver_hostname->m_pszString);
if (auto result = http.Get("/client/servers"))
{
m_successfullyConnected = true;
rapidjson::Document serverInfoJson;
serverInfoJson.Parse(result->body.c_str());
if (serverInfoJson.HasParseError())
{
spdlog::error("Failed reading masterserver response: encountered parse error \"{}\"", rapidjson::GetParseError_En(serverInfoJson.GetParseError()));
goto REQUEST_END_CLEANUP;
}
if (serverInfoJson.IsObject() && serverInfoJson.HasMember("error"))
{
spdlog::error("Failed reading masterserver response: got fastify error response");
spdlog::error(result->body);
goto REQUEST_END_CLEANUP;
}
if (!serverInfoJson.IsArray())
{
spdlog::error("Failed reading masterserver response: root object is not an array");
goto REQUEST_END_CLEANUP;
}
rapidjson::GenericArray<false, rapidjson::Value> serverArray = serverInfoJson.GetArray();
spdlog::info("Got {} servers", serverArray.Size());
for (auto& serverObj : serverArray)
{
if (!serverObj.IsObject())
{
spdlog::error("Failed reading masterserver response: member of server array is not an object");
goto REQUEST_END_CLEANUP;
}
// todo: verify json props are fine before adding to m_remoteServers
if (!serverObj.HasMember("id") || !serverObj["id"].IsString()
|| !serverObj.HasMember("name") || !serverObj["name"].IsString()
|| !serverObj.HasMember("description") || !serverObj["description"].IsString()
|| !serverObj.HasMember("map") || !serverObj["map"].IsString()
|| !serverObj.HasMember("playlist") || !serverObj["playlist"].IsString()
|| !serverObj.HasMember("playerCount") || !serverObj["playerCount"].IsNumber()
|| !serverObj.HasMember("maxPlayers") || !serverObj["maxPlayers"].IsNumber()
|| !serverObj.HasMember("hasPassword") || !serverObj["hasPassword"].IsBool())
{
spdlog::error("Failed reading masterserver response: malformed server object");
goto REQUEST_END_CLEANUP;
}
const char* id = serverObj["id"].GetString();
bool createNewServerInfo = true;
for (RemoteServerInfo& server : m_remoteServers)
{
// if server already exists, update info rather than adding to it
if (!strncmp((const char*)server.id, id, 32))
{
server = RemoteServerInfo(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), serverObj["hasPassword"].IsTrue());
createNewServerInfo = false;
break;
}
}
// server didn't exist
if (createNewServerInfo)
m_remoteServers.emplace_back(id, serverObj["name"].GetString(), serverObj["description"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt(), serverObj["hasPassword"].IsTrue());
spdlog::info("Server {} on map {} with playlist {} has {}/{} players", serverObj["name"].GetString(), serverObj["map"].GetString(), serverObj["playlist"].GetString(), serverObj["playerCount"].GetInt(), serverObj["maxPlayers"].GetInt());
}
}
else
{
spdlog::error("Failed requesting servers: error {}", result.error());
m_successfullyConnected = false;
}
// we goto this instead of returning so we always hit this
REQUEST_END_CLEANUP:
m_requestingServerList = false;
m_scriptRequestingServerList = false;
});
requestThread.detach();
}
void MasterServerManager::AuthenticateWithOwnServer(char* uid, char* playerToken)
{
// dont wait, just stop if we're trying to do 2 auth requests at once
if (m_authenticatingWithGameServer)
return;
m_authenticatingWithGameServer = true;
m_scriptAuthenticatingWithGameServer = true;
m_successfullyAuthenticatedWithGameServer = false;
std::thread requestThread([this, uid, playerToken]()
{
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(20);
if (auto result = http.Post(fmt::format("/client/auth_with_self?id={}&playerToken={}", uid, playerToken).c_str()))
{
m_successfullyConnected = true;
rapidjson::Document authInfoJson;
authInfoJson.Parse(result->body.c_str());
if (authInfoJson.HasParseError())
{
spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(authInfoJson.GetParseError()));
goto REQUEST_END_CLEANUP;
}
if (!authInfoJson.IsObject())
{
spdlog::error("Failed reading masterserver authentication response: root object is not an object");
goto REQUEST_END_CLEANUP;
}
if (authInfoJson.HasMember("error"))
{
spdlog::error("Failed reading masterserver response: got fastify error response");
spdlog::error(result->body);
goto REQUEST_END_CLEANUP;
}
if (!authInfoJson["success"].IsTrue())
{
spdlog::error("Authentication with masterserver failed: \"success\" is not true");
goto REQUEST_END_CLEANUP;
}
if (!authInfoJson.HasMember("success") || !authInfoJson.HasMember("id") || !authInfoJson["id"].IsString() || !authInfoJson.HasMember("authToken") || !authInfoJson["authToken"].IsString() || !authInfoJson.HasMember("persistentData") || !authInfoJson["persistentData"].IsArray())
{
spdlog::error("Failed reading masterserver authentication response: malformed json object");
goto REQUEST_END_CLEANUP;
}
AuthData newAuthData;
strncpy(newAuthData.uid, authInfoJson["id"].GetString(), sizeof(newAuthData.uid));
newAuthData.uid[sizeof(newAuthData.uid) - 1] = 0;
newAuthData.pdataSize = authInfoJson["persistentData"].GetArray().Size();
newAuthData.pdata = new char[newAuthData.pdataSize];
//memcpy(newAuthData.pdata, authInfoJson["persistentData"].GetString(), newAuthData.pdataSize);
int i = 0;
// note: persistentData is a uint8array because i had problems getting strings to behave, it sucks but it's just how it be unfortunately
// potentially refactor later
for (auto& byte : authInfoJson["persistentData"].GetArray())
{
if (!byte.IsUint() || byte.GetUint() > 255)
{
spdlog::error("Failed reading masterserver authentication response: malformed json object");
goto REQUEST_END_CLEANUP;
}
newAuthData.pdata[i++] = byte.GetUint();
}
std::lock_guard<std::mutex> guard(g_ServerAuthenticationManager->m_authDataMutex);
g_ServerAuthenticationManager->m_authData.clear();
g_ServerAuthenticationManager->m_authData.insert(std::make_pair(authInfoJson["authToken"].GetString(), newAuthData));
m_successfullyAuthenticatedWithGameServer = true;
}
else
{
spdlog::error("Failed authenticating with own server: error {}", result.error());
m_successfullyConnected = false;
m_successfullyAuthenticatedWithGameServer = false;
m_scriptAuthenticatingWithGameServer = false;
}
REQUEST_END_CLEANUP:
m_authenticatingWithGameServer = false;
m_scriptAuthenticatingWithGameServer = false;
});
requestThread.detach();
}
void MasterServerManager::AuthenticateWithServer(char* uid, char* playerToken, char* serverId, char* password)
{
// dont wait, just stop if we're trying to do 2 auth requests at once
if (m_authenticatingWithGameServer)
return;
m_authenticatingWithGameServer = true;
m_scriptAuthenticatingWithGameServer = true;
m_successfullyAuthenticatedWithGameServer = false;
std::thread requestThread([this, uid, playerToken, serverId, password]()
{
// esnure that any persistence saving is done, so we know masterserver has newest
while (m_savingPersistentData)
Sleep(100);
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(20);
spdlog::info("Attempting authentication with server of id \"{}\"", serverId);
if (auto result = http.Post(fmt::format("/client/auth_with_server?id={}&playerToken={}&server={}&password={}", uid, playerToken, serverId, password).c_str()))
{
m_successfullyConnected = true;
rapidjson::Document connectionInfoJson;
connectionInfoJson.Parse(result->body.c_str());
if (connectionInfoJson.HasParseError())
{
spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(connectionInfoJson.GetParseError()));
goto REQUEST_END_CLEANUP;
}
if (!connectionInfoJson.IsObject())
{
spdlog::error("Failed reading masterserver authentication response: root object is not an object");
goto REQUEST_END_CLEANUP;
}
if (connectionInfoJson.HasMember("error"))
{
spdlog::error("Failed reading masterserver response: got fastify error response");
spdlog::error(result->body);
goto REQUEST_END_CLEANUP;
}
if (!connectionInfoJson["success"].IsTrue())
{
spdlog::error("Authentication with masterserver failed: \"success\" is not true");
goto REQUEST_END_CLEANUP;
}
if (!connectionInfoJson.HasMember("success") || !connectionInfoJson.HasMember("ip") || !connectionInfoJson["ip"].IsString() || !connectionInfoJson.HasMember("port") || !connectionInfoJson["port"].IsNumber() || !connectionInfoJson.HasMember("authToken") || !connectionInfoJson["authToken"].IsString())
{
spdlog::error("Failed reading masterserver authentication response: malformed json object");
goto REQUEST_END_CLEANUP;
}
m_pendingConnectionInfo.ip.S_un.S_addr = inet_addr(connectionInfoJson["ip"].GetString());
m_pendingConnectionInfo.port = connectionInfoJson["port"].GetInt();
strncpy(m_pendingConnectionInfo.authToken, connectionInfoJson["authToken"].GetString(), 31);
m_pendingConnectionInfo.authToken[31] = 0;
m_hasPendingConnectionInfo = true;
m_successfullyAuthenticatedWithGameServer = true;
}
else
{
spdlog::error("Failed authenticating with server: error {}", result.error());
m_successfullyConnected = false;
m_successfullyAuthenticatedWithGameServer = false;
m_scriptAuthenticatingWithGameServer = false;
}
REQUEST_END_CLEANUP:
m_authenticatingWithGameServer = false;
m_scriptAuthenticatingWithGameServer = false;
});
requestThread.detach();
}
void MasterServerManager::AddSelfToServerList(int port, int authPort, char* name, char* description, char* map, char* playlist, int maxPlayers, char* password)
{
if (!Cvar_ns_report_server_to_masterserver->m_nValue)
return;
if (!Cvar_ns_report_sp_server_to_masterserver->m_nValue && !strncmp(map, "sp_", 3))
return;
std::thread requestThread([this, port, authPort, name, description, map, playlist, maxPlayers, password] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(20);
m_ownServerId[0] = 0;
std::string request;
if (*password)
request = fmt::format("/server/add_server?port={}&authPort={}&name={}&description={}&map={}&playlist={}&maxPlayers={}&password={}", port, authPort, name, description, map, playlist, maxPlayers, password);
else
request = fmt::format("/server/add_server?port={}&authPort={}&name={}&description={}&map={}&playlist={}&maxPlayers={}&password=", port, authPort, name, description, map, playlist, maxPlayers);
if (auto result = http.Post(request.c_str()))
{
m_successfullyConnected = true;
rapidjson::Document serverAddedJson;
serverAddedJson.Parse(result->body.c_str());
if (serverAddedJson.HasParseError())
{
spdlog::error("Failed reading masterserver authentication response: encountered parse error \"{}\"", rapidjson::GetParseError_En(serverAddedJson.GetParseError()));
return;
}
if (!serverAddedJson.IsObject())
{
spdlog::error("Failed reading masterserver authentication response: root object is not an object");
return;
}
if (serverAddedJson.HasMember("error"))
{
spdlog::error("Failed reading masterserver response: got fastify error response");
spdlog::error(result->body);
return;
}
if (!serverAddedJson["success"].IsTrue())
{
spdlog::error("Adding server to masterserver failed: \"success\" is not true");
return;
}
if (!serverAddedJson.HasMember("id") || !serverAddedJson["id"].IsString())
{
spdlog::error("Failed reading masterserver response: malformed json object");
return;
}
strncpy(m_ownServerId, serverAddedJson["id"].GetString(), sizeof(m_ownServerId));
m_ownServerId[sizeof(m_ownServerId) - 1] = 0;
// heartbeat thread
std::thread heartbeatThread([this] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
while (*m_ownServerId)
{
Sleep(15000);
http.Post(fmt::format("/server/heartbeat?id={}", m_ownServerId).c_str());
}
});
heartbeatThread.detach();
}
else
{
spdlog::error("Failed authenticating with server: error {}", result.error());
m_successfullyConnected = false;
}
});
requestThread.detach();
}
void MasterServerManager::UpdateServerMapAndPlaylist(char* map, char* playlist)
{
// dont call this if we don't have a server id
if (!*m_ownServerId)
return;
std::thread requestThread([this, map, playlist] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
// we dont process this at all atm, maybe do later, but atm not necessary
if (auto result = http.Post(fmt::format("/server/update_values?id={}&map={}&playlist={}", m_ownServerId, map, playlist).c_str()))
{
m_successfullyConnected = true;
}
else
{
m_successfullyConnected = false;
}
});
requestThread.detach();
}
void MasterServerManager::UpdateServerPlayerCount(int playerCount)
{
// dont call this if we don't have a server id
if (!*m_ownServerId)
return;
std::thread requestThread([this, playerCount] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
// we dont process this at all atm, maybe do later, but atm not necessary
if (auto result = http.Post(fmt::format("/server/update_values?id={}&playerCount={}", m_ownServerId, playerCount).c_str()))
{
m_successfullyConnected = true;
}
else
{
m_successfullyConnected = false;
}
});
requestThread.detach();
}
void MasterServerManager::WritePlayerPersistentData(char* playerId, char* pdata, size_t pdataSize)
{
// dont call this if we don't have a server id
if (!*m_ownServerId)
return;
m_savingPersistentData = true;
std::string playerIdTemp(playerId);
std::thread requestThread([this, playerIdTemp, pdata, pdataSize] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
httplib::MultipartFormDataItems requestItems = {
{ "pdata", std::string(&pdata[0], pdataSize), "file.pdata", "application/octet-stream"}
};
// we dont process this at all atm, maybe do later, but atm not necessary
if (auto result = http.Post(fmt::format("/accounts/write_persistence?id={}", playerIdTemp).c_str(), requestItems))
{
m_successfullyConnected = true;
}
else
{
m_successfullyConnected = false;
}
m_savingPersistentData = false;
});
requestThread.detach();
}
void MasterServerManager::RemoveSelfFromServerList()
{
// dont call this if we don't have a server id
if (!*m_ownServerId || !Cvar_ns_report_server_to_masterserver->m_nValue)
return;
std::thread requestThread([this] {
httplib::Client http(Cvar_ns_masterserver_hostname->m_pszString, Cvar_ns_masterserver_port->m_nValue);
http.set_connection_timeout(10);
// we dont process this at all atm, maybe do later, but atm not necessary
if (auto result = http.Delete(fmt::format("/server/remove_server?id={}", m_ownServerId).c_str()))
{
m_successfullyConnected = true;
}
else
{
m_successfullyConnected = false;
}
m_ownServerId[0] = 0;
});
requestThread.detach();
}
void ConCommand_ns_fetchservers(const CCommand& args)
{
g_MasterServerManager->RequestServerList();
}
void CHostState__State_NewGameHook(CHostState* hostState)
{
// not 100% we should do this here, but whatever
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
g_MasterServerManager->AddSelfToServerList(Cvar_hostport->m_nValue, Cvar_ns_player_auth_port->m_nValue, Cvar_ns_server_name->m_pszString, Cvar_ns_server_desc->m_pszString, hostState->m_levelName, (char*)GetCurrentPlaylistName(), 16, Cvar_ns_server_password->m_pszString);
g_ServerAuthenticationManager->StartPlayerAuthServer();
CHostState__State_NewGame(hostState);
}
void CHostState__State_ChangeLevelMPHook(CHostState* hostState)
{
g_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, (char*)GetCurrentPlaylistName());
CHostState__State_ChangeLevelMP(hostState);
}
void CHostState__State_ChangeLevelSPHook(CHostState* hostState)
{
g_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, (char*)GetCurrentPlaylistName());
CHostState__State_ChangeLevelSP(hostState);
}
void CHostState__State_GameShutdownHook(CHostState* hostState)
{
g_MasterServerManager->RemoveSelfFromServerList();
g_ServerAuthenticationManager->StopPlayerAuthServer();
CHostState__State_GameShutdown(hostState);
}
void InitialiseSharedMasterServer(HMODULE baseAddress)
{
Cvar_ns_masterserver_hostname = RegisterConVar("ns_masterserver_hostname", "127.0.0.1", FCVAR_NONE, "");
Cvar_ns_masterserver_port = RegisterConVar("ns_masterserver_port", "8080", FCVAR_NONE, "");
Cvar_ns_server_name = RegisterConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, "");
Cvar_ns_server_desc = RegisterConVar("ns_server_desc", "Default server description", FCVAR_GAMEDLL, "");
Cvar_ns_server_password = RegisterConVar("ns_server_password", "", FCVAR_GAMEDLL, "");
Cvar_ns_report_server_to_masterserver = RegisterConVar("ns_report_server_to_masterserver", "1", FCVAR_GAMEDLL, "");
Cvar_ns_report_sp_server_to_masterserver = RegisterConVar("ns_report_sp_server_to_masterserver", "0", FCVAR_GAMEDLL, "");
g_MasterServerManager = new MasterServerManager;
RegisterConCommand("ns_fetchservers", ConCommand_ns_fetchservers, "", FCVAR_CLIENTDLL);
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E7D0, CHostState__State_NewGameHook, reinterpret_cast<LPVOID*>(&CHostState__State_NewGame));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E5D0, CHostState__State_ChangeLevelMPHook, reinterpret_cast<LPVOID*>(&CHostState__State_ChangeLevelMP));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E520, CHostState__State_ChangeLevelSPHook, reinterpret_cast<LPVOID*>(&CHostState__State_ChangeLevelSP));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x16E640, CHostState__State_GameShutdownHook, reinterpret_cast<LPVOID*>(&CHostState__State_GameShutdown));
}
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