111 lines
4.8 KiB
C++
111 lines
4.8 KiB
C++
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/*
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cstrike-basehook-linux -- Internal base for Counter-Strike: Source.
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Copyright (C) 2016, aixxe. (www.aixxe.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with cstrike-basehook-linux. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Basehook.h"
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#include "Hooks/Hooks.h"
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ICvar* cvar = nullptr;
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IPanel* panel = nullptr;
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ISurface* matsurface = nullptr;
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IVModelInfoClient* modelinfo = nullptr;
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ILauncherMgr* launchermgr = nullptr;
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IInputSystem* inputsystem = nullptr;
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IInputInternal* inputinternal = nullptr;
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IVEngineClient* engine = nullptr;
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IVModelRender* modelrender = nullptr;
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IVDebugOverlay* debugoverlay = nullptr;
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IBaseClientDLL* clientdll = nullptr;
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IMaterialSystem* matsystem = nullptr;
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IClientEntityList* entitylist = nullptr;
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IGameEventManager2* gameevents = nullptr;
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CInput* input = nullptr;
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CGlobalVarsBase* globalvars = nullptr;
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CRC32_ProcessBufferFn CRC32_ProcessBuffer = NULL;
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std::unique_ptr<VMTHook> sdl_hook;
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std::unique_ptr<VMTHook> panel_hook;
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std::unique_ptr<VMTHook> clientdll_hook;
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std::unique_ptr<VMTHook> modelrender_hook;
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std::unique_ptr<VMTHook> inputinternal_hook;
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extern "C" void __attribute__((constructor)) css_basehook_open() {
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// Get class pointers from game libraries using partial interface versions.
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cvar = GetInterface<ICvar>("bin/libvstdlib.so", "VEngineCvar0");
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panel = GetInterface<IPanel>("bin/vgui2.so", "VGUI_Panel0");
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matsurface = GetInterface<ISurface>("bin/vguimatsurface.so", "VGUI_Surface0");
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modelinfo = GetInterface<IVModelInfoClient>("bin/engine.so", "VModelInfoClient0");
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inputsystem = GetInterface<IInputSystem>("bin/inputsystem.so", "InputSystemVersion0");
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inputinternal = GetInterface<IInputInternal>("bin/vgui2.so", "VGUI_InputInternal0");
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engine = GetInterface<IVEngineClient>("bin/engine.so", "VEngineClient0");
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modelrender = GetInterface<IVModelRender>("bin/engine.so", "VEngineModel0");
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debugoverlay = GetInterface<IVDebugOverlay>("bin/engine.so", "VDebugOverlay0");
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clientdll = GetInterface<IBaseClientDLL>("bin/client.so", "VClient0");
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matsystem = GetInterface<IMaterialSystem>("bin/materialsystem.so", "VMaterialSystem0");
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entitylist = GetInterface<IClientEntityList>("bin/client.so", "VClientEntityList0");
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gameevents = GetInterface<IGameEventManager2>("bin/engine.so", "GAMEEVENTSMANAGER002");
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// Scan for the 'CRC32_ProcessBuffer' function.
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CRC32_ProcessBuffer = reinterpret_cast<CRC32_ProcessBufferFn>(
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FindPattern("bin/client.so", "\x55\x89\xE5\x57\x56\x53\x83\xEC\x08\x8B\x4D\x10", "xxxxxxxxxxxx")
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);
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// Hook 'FrameStageNotify' and 'CreateMove' from IBaseClientDLL.
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clientdll_hook = std::make_unique<VMTHook>(clientdll);
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clientdll_hook->HookFunction(reinterpret_cast<void*>(Hooks::CreateMove), 21);
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clientdll_hook->HookFunction(reinterpret_cast<void*>(Hooks::FrameStageNotify), 35);
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// Hook 'PaintTraverse' from IPanel.
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panel_hook = std::make_unique<VMTHook>(panel);
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panel_hook->HookFunction(reinterpret_cast<void*>(Hooks::PaintTraverse), 42);
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// Hook 'DrawModelExecute' from IVModelRender.
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modelrender_hook = std::make_unique<VMTHook>(modelrender);
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modelrender_hook->HookFunction(reinterpret_cast<void*>(Hooks::DrawModelExecute), 19);
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// Hook 'PumpWindowsMessageLoop' and 'ShowPixels' from ILauncherMgr.
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launchermgr = **reinterpret_cast<ILauncherMgr***>(
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FindPattern("bin/launcher.so", "\x24\x8B\x1D\x00\x00\x00\x00", "xxx????") + 3
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);
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sdl_hook = std::make_unique<VMTHook>(launchermgr);
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sdl_hook->HookFunction(reinterpret_cast<void*>(Hooks::PumpWindowsMessageLoop), 15);
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sdl_hook->HookFunction(reinterpret_cast<void*>(Hooks::ShowPixels), 29);
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// Hook 'SetKeyCodeState' and 'SetMouseCodeState' from IInputInternal.
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inputinternal_hook = std::make_unique<VMTHook>(inputinternal);
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inputinternal_hook->HookFunction(reinterpret_cast<void*>(Hooks::SetKeyCodeState), 83);
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inputinternal_hook->HookFunction(reinterpret_cast<void*>(Hooks::SetMouseCodeState), 84);
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// Get a pointer to CInput from 'IN_ActivateMouse' in IBaseClientDLL.
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input = **reinterpret_cast<CInput***>(
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clientdll_hook->GetOriginalFunction<uintptr_t>(14) + 1
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);
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// Get a pointer to CGlobalVarsBase from 'HUDUpdate' in IBaseClientDLL.
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globalvars = **reinterpret_cast<CGlobalVarsBase***>(
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clientdll_hook->GetOriginalFunction<uintptr_t>(11) + 8
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);
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}
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extern "C" void __attribute__((destructor)) css_basehook_close() {
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cvar->ConsoleColorPrintf(Color(255, 150, 150), "Unloaded from game successfully.\n");
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}
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