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#include "playlist.h"
#include "core/convar/concommand.h"
#include "core/convar/convar.h"
#include "squirrel/squirrel.h"
#include "engine/hoststate.h"
#include "engine/r2engine.h"
#include "server/serverpresence.h"
AUTOHOOK_INIT()
// use the R2 namespace for game funcs
namespace R2
{
DEFINED_VAR_AT(engine.dll + 0x18C640, GetCurrentPlaylistName);
DEFINED_VAR_AT(engine.dll + 0x18EB20, SetCurrentPlaylist);
DEFINED_VAR_AT(engine.dll + 0x18ED00, SetPlaylistVarOverride);
DEFINED_VAR_AT(engine.dll + 0x18C680, GetCurrentPlaylistVar);
} // namespace R2
ConVar* Cvar_ns_use_clc_SetPlaylistVarOverride;
// clang-format off
AUTOHOOK(clc_SetPlaylistVarOverride__Process, engine.dll + 0x222180,
char, __fastcall, (void* a1, void* a2))
// clang-format on
{
// the private_match playlist on mp_lobby is the only situation where there should be any legitimate sending of this netmessage
if (!Cvar_ns_use_clc_SetPlaylistVarOverride->GetBool() || strcmp(R2::GetCurrentPlaylistName(), "private_match") ||
strcmp(g_pGlobals->m_pMapName, "mp_lobby"))
return 1;
return clc_SetPlaylistVarOverride__Process(a1, a2);
}
// clang-format off
AUTOHOOK(SetCurrentPlaylist, engine.dll + 0x18EB20,
bool, __fastcall, (const char* pPlaylistName))
// clang-format on
{
bool bSuccess = SetCurrentPlaylist(pPlaylistName);
if (bSuccess)
{
spdlog::info("Set playlist to {}", R2::GetCurrentPlaylistName());
g_pServerPresence->SetPlaylist(R2::GetCurrentPlaylistName());
}
return bSuccess;
}
// clang-format off
AUTOHOOK(SetPlaylistVarOverride, engine.dll + 0x18ED00,
void, __fastcall, (const char* pVarName, const char* pValue))
// clang-format on
{
if (strlen(pValue) >= 64)
return;
SetPlaylistVarOverride(pVarName, pValue);
}
// clang-format off
AUTOHOOK(GetCurrentPlaylistVar, engine.dll + 0x18C680,
const char*, __fastcall, (const char* pVarName, bool bUseOverrides))
// clang-format on
{
if (!bUseOverrides && !strcmp(pVarName, "max_players"))
bUseOverrides = true;
return GetCurrentPlaylistVar(pVarName, bUseOverrides);
}
// clang-format off
AUTOHOOK(GetCurrentGamemodeMaxPlayers, engine.dll + 0x18C430,
int, __fastcall, ())
// clang-format on
{
const char* pMaxPlayers = R2::GetCurrentPlaylistVar("max_players", 0);
if (!pMaxPlayers)
return GetCurrentGamemodeMaxPlayers();
int iMaxPlayers = atoi(pMaxPlayers);
return iMaxPlayers;
}
void ConCommand_playlist(const CCommand& args)
{
if (args.ArgC() < 2)
return;
R2::SetCurrentPlaylist(args.Arg(1));
}
void ConCommand_setplaylistvaroverride(const CCommand& args)
{
if (args.ArgC() < 3)
return;
for (int i = 1; i < args.ArgC(); i += 2)
R2::SetPlaylistVarOverride(args.Arg(i), args.Arg(i + 1));
}
ON_DLL_LOAD_RELIESON("engine.dll", PlaylistHooks, (ConCommand, ConVar), (CModule module))
{
AUTOHOOK_DISPATCH()
// playlist is the name of the command on respawn servers, but we already use setplaylist so can't get rid of it
RegisterConCommand("playlist", ConCommand_playlist, "Sets the current playlist", FCVAR_NONE);
RegisterConCommand("setplaylist", ConCommand_playlist, "Sets the current playlist", FCVAR_NONE);
RegisterConCommand("setplaylistvaroverrides", ConCommand_setplaylistvaroverride, "sets a playlist var override", FCVAR_NONE);
// note: clc_SetPlaylistVarOverride is pretty insecure, since it allows for entirely arbitrary playlist var overrides to be sent to the
// server, this is somewhat restricted on custom servers to prevent it being done outside of private matches, but ideally it should be
// disabled altogether, since the custom menus won't use it anyway this should only really be accepted if you want vanilla client
// compatibility
Cvar_ns_use_clc_SetPlaylistVarOverride = new ConVar(
"ns_use_clc_SetPlaylistVarOverride", "0", FCVAR_GAMEDLL, "Whether the server should accept clc_SetPlaylistVarOverride messages");
// patch to prevent clc_SetPlaylistVarOverride from being able to crash servers if we reach max overrides due to a call to Error (why is
// this possible respawn, wtf) todo: add a warning for this
module.Offset(0x18ED8D).Patch("C3");
// patch to allow setplaylistvaroverride to be called before map init on dedicated and private match launched through the game
module.Offset(0x18ED17).NOP(6);
}
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