Begin transition to the new ModLoader paradigm. Begin cleaning up code.

This commit is contained in:
Robert MacGregor 2017-07-21 04:30:15 -04:00
parent 015a9f4dc8
commit cb9895a38e
39 changed files with 1429 additions and 967 deletions

4
.gitignore vendored
View file

@ -11,3 +11,7 @@
*.idb
*.unsuccessfulbuild
*.lastbuildstate
*.cache
*.ipch
*.exp
*.suo

Binary file not shown.

View file

@ -1,126 +1,129 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9B3A3214-400B-4245-85FD-EA12D5F791D4}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>Common</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>include;$(IncludePath)</IncludePath>
<TargetName>Common</TargetName>
<OutDir>$(SolutionDir)</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;COMMON_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;COMMON_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="include\DXAPI\DXAPI.h" />
<ClInclude Include="include\DXAPI\FlyingVehicle.h" />
<ClInclude Include="include\DXAPI\GameBase.h" />
<ClInclude Include="include\DXAPI\GameConnection.h" />
<ClInclude Include="include\DXAPI\GrenadeProjectile.h" />
<ClInclude Include="include\DXAPI\Move.h" />
<ClInclude Include="include\DXAPI\NetConnection.h" />
<ClInclude Include="include\DXAPI\NetObject.h" />
<ClInclude Include="include\DXAPI\Player.h" />
<ClInclude Include="include\DXAPI\Point3F.h" />
<ClInclude Include="include\DXAPI\Projectile.h" />
<ClInclude Include="include\DXAPI\SceneObject.h" />
<ClInclude Include="include\DXAPI\ScriptObject.h" />
<ClInclude Include="include\DXAPI\ShapeBase.h" />
<ClInclude Include="include\DXAPI\SimObject.h" />
<ClInclude Include="include\DXAPI\StaticShape.h" />
<ClInclude Include="include\DXAPI\TCPObject.h" />
<ClInclude Include="include\DXAPI\Vehicle.h" />
<ClInclude Include="include\LinkerAPI.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\DXAPI\DXAPI.cpp" />
<ClCompile Include="source\DXAPI\FlyingVehicle.cpp" />
<ClCompile Include="source\DXAPI\GameBase.cpp" />
<ClCompile Include="source\DXAPI\GameConnection.cpp" />
<ClCompile Include="source\DXAPI\GrenadeProjectile.cpp" />
<ClCompile Include="source\DXAPI\Move.cpp" />
<ClCompile Include="source\DXAPI\NetConnection.cpp" />
<ClCompile Include="source\DXAPI\NetObject.cpp" />
<ClCompile Include="source\DXAPI\Player.cpp" />
<ClCompile Include="source\DXAPI\Point3F.cpp" />
<ClCompile Include="source\DXAPI\Projectile.cpp" />
<ClCompile Include="source\DXAPI\SceneObject.cpp" />
<ClCompile Include="source\DXAPI\ScriptObject.cpp" />
<ClCompile Include="source\DXAPI\ShapeBase.cpp" />
<ClCompile Include="source\DXAPI\SimObject.cpp" />
<ClCompile Include="source\DXAPI\StaticShape.cpp" />
<ClCompile Include="source\DXAPI\TCPObject.cpp" />
<ClCompile Include="source\DXAPI\Vehicle.cpp" />
<ClCompile Include="source\LinkerAPI.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9B3A3214-400B-4245-85FD-EA12D5F791D4}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>Common</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>include;$(IncludePath)</IncludePath>
<TargetName>Common</TargetName>
<OutDir>$(SolutionDir)</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;COMMON_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;COMMON_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="include\DXAPI\AIConnection.h" />
<ClInclude Include="include\DXAPI\DXAPI.h" />
<ClInclude Include="include\DXAPI\FlyingVehicle.h" />
<ClInclude Include="include\DXAPI\GameBase.h" />
<ClInclude Include="include\DXAPI\GameConnection.h" />
<ClInclude Include="include\DXAPI\GrenadeProjectile.h" />
<ClInclude Include="include\DXAPI\Move.h" />
<ClInclude Include="include\DXAPI\NetConnection.h" />
<ClInclude Include="include\DXAPI\NetObject.h" />
<ClInclude Include="include\DXAPI\Player.h" />
<ClInclude Include="include\DXAPI\Point3F.h" />
<ClInclude Include="include\DXAPI\Projectile.h" />
<ClInclude Include="include\DXAPI\SceneObject.h" />
<ClInclude Include="include\DXAPI\ScriptObject.h" />
<ClInclude Include="include\DXAPI\ShapeBase.h" />
<ClInclude Include="include\DXAPI\SimObject.h" />
<ClInclude Include="include\DXAPI\StaticShape.h" />
<ClInclude Include="include\DXAPI\TCPObject.h" />
<ClInclude Include="include\DXAPI\Vehicle.h" />
<ClInclude Include="include\LinkerAPI.h" />
<ClInclude Include="include\ModLoader\ModLoader.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\DXAPI\AIConnection.cpp" />
<ClCompile Include="source\DXAPI\DXAPI.cpp" />
<ClCompile Include="source\DXAPI\FlyingVehicle.cpp" />
<ClCompile Include="source\DXAPI\GameBase.cpp" />
<ClCompile Include="source\DXAPI\GameConnection.cpp" />
<ClCompile Include="source\DXAPI\GrenadeProjectile.cpp" />
<ClCompile Include="source\DXAPI\Move.cpp" />
<ClCompile Include="source\DXAPI\NetConnection.cpp" />
<ClCompile Include="source\DXAPI\NetObject.cpp" />
<ClCompile Include="source\DXAPI\Player.cpp" />
<ClCompile Include="source\DXAPI\Point3F.cpp" />
<ClCompile Include="source\DXAPI\Projectile.cpp" />
<ClCompile Include="source\DXAPI\SceneObject.cpp" />
<ClCompile Include="source\DXAPI\ScriptObject.cpp" />
<ClCompile Include="source\DXAPI\ShapeBase.cpp" />
<ClCompile Include="source\DXAPI\SimObject.cpp" />
<ClCompile Include="source\DXAPI\StaticShape.cpp" />
<ClCompile Include="source\DXAPI\TCPObject.cpp" />
<ClCompile Include="source\DXAPI\Vehicle.cpp" />
<ClCompile Include="source\LinkerAPI.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View file

@ -1,135 +1,153 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\DXAPI\DXAPI.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\FlyingVehicle.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GameBase.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GameConnection.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GrenadeProjectile.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\NetConnection.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\NetObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Player.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Point3F.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Projectile.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\SceneObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\ScriptObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\ShapeBase.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\SimObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\StaticShape.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\TCPObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Vehicle.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\LinkerAPI.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Move.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\DXAPI\DXAPI.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\FlyingVehicle.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GameBase.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GameConnection.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GrenadeProjectile.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\NetConnection.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\NetObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Player.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Point3F.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Projectile.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\SceneObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\ScriptObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\ShapeBase.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\SimObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\StaticShape.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\TCPObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Vehicle.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\LinkerAPI.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Move.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Header Files\DXAPI">
<UniqueIdentifier>{4e8c3150-9f1d-4cbf-84f2-8dc65b11689f}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\DXAPI">
<UniqueIdentifier>{cbe0f5ac-7a8c-42ef-872a-f792f27a0cbb}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\ModLoader">
<UniqueIdentifier>{dac4c4a7-1792-4304-bbc5-7254e1795b10}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\LinkerAPI.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\AIConnection.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GrenadeProjectile.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\DXAPI.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\FlyingVehicle.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GameBase.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\GameConnection.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Move.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Vehicle.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\NetConnection.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\NetObject.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Player.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Point3F.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\Projectile.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\SceneObject.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\ScriptObject.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\ShapeBase.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\SimObject.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\StaticShape.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\DXAPI\TCPObject.h">
<Filter>Header Files\DXAPI</Filter>
</ClInclude>
<ClInclude Include="include\ModLoader\ModLoader.h">
<Filter>Header Files\ModLoader</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\LinkerAPI.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\AIConnection.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GrenadeProjectile.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\DXAPI.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\FlyingVehicle.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GameBase.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\GameConnection.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Move.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Vehicle.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\NetConnection.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\NetObject.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Player.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Point3F.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\Projectile.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\SceneObject.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\ScriptObject.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\ShapeBase.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\SimObject.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\StaticShape.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
<ClCompile Include="source\DXAPI\TCPObject.cpp">
<Filter>Source Files\DXAPI</Filter>
</ClCompile>
</ItemGroup>
</Project>

View file

@ -1,2 +1,2 @@
#v4.0:v100
Release|Win32|C:\t2cpp\T2-CPP-master\|
#v4.0:v100
Release|Win32|C:\Documents and Settings\NobodyBla\Desktop\T2AI\T2-CPP-master\|

View file

@ -0,0 +1,24 @@
#pragma once
#include <DXAPI/Move.h>
#include <DXAPI/GameConnection.h>
namespace DX
{
class AIConnection : public GameConnection
{
public:
AIConnection(unsigned int obj);
//! Whether or not this bot should use custom moves.
bool mUseCustomMoves;
//! The custom move for this bot.
Move mCustomMove;
/**
* @brief Computes the current move for this bot.
*/
void generateMove(void);
};
} // End NameSpace DX

View file

@ -38,13 +38,25 @@ namespace DX
typedef void* UnresolvedObject;
const char *GetModPaths(void);
bool IsFile(const char *filename);
const char * StringTableInsert(const char * str,bool casesensitive) ;
const char * StringTableInsert(const char * str,bool casesensitive);
bool GetRelativePath(const char *filename, char *ret, int buffer_length);
bool GetRunningMod(char *ret, int buffer_length);
bool memPatch(unsigned int addr, unsigned char * data, unsigned int size);
bool memToHex(unsigned int addr, char * dst, int size, bool spaces);
unsigned int memToUInt(unsigned int addr);
float memToFloat(unsigned int addr);
bool SanitizeFileName(char *ret, int buffer_length);
//! Initializes all hooks for the engine.
void initializeHooks(void);
} // End NameSpace DX

View file

@ -7,12 +7,18 @@
namespace DX
{
/**
* @brief A class representing an incoming connection to the Tribes 2 server.
*/
class GameConnection : public NetConnection
{
public:
GameConnection(unsigned int obj);
public:
GameConnection(unsigned int obj);
ShapeBase getControlObject(void);
/**
* @brief Gets the control object this game connection is controlling.
* @return The shapebase instance being controlled.
*/
ShapeBase getControlObject(void);
};
} // End NameSpace DX

View file

@ -6,7 +6,9 @@
#include <LinkerAPI.h>
namespace DX
{
/**
* @brief Move structure.
*/
struct Move {
int px;
int py;
@ -26,13 +28,14 @@ namespace DX
bool triggers[6];
};
struct AIMove {
unsigned int id;
Move move;
bool used;
};
float clampFloat(float in);
float clampMove(float in);
void generateNullMove(Move * ret);
};

View file

@ -15,5 +15,7 @@ namespace DX
const unsigned int &identifier;
const unsigned int base_pointer_value;
const unsigned int &dataBlock;
char& mName;
};
} // End NameSpace DX

View file

@ -0,0 +1,39 @@
/**
* @brief ModLoader main include file.
*/
namespace ModLoader
{
//! A pointer type for a server process function.
typedef void (*ServerProcessPointer)(unsigned int);
typedef void (*InitializeModPointer)();
typedef void (*DeinitializeModPointer)();
typedef const char* (*GetManagementNamePointer)();
//! A pointer type for reading the supported mod loader version for this mod.
typedef unsigned int (*GetModLoaderVersionPointer)();
class ModLoaderCallables
{
public:
//! Hook function that is called when the mod is loaded.
InitializeModPointer mInitializeModPointer;
//! Hook function that is called when the mod is unloaded.
DeinitializeModPointer mDeinitializeModPointer;
//! Hook function for the server update loop.
ServerProcessPointer mServerProcessPointer;
//! Function called to get the name of the script object to use for registering mod management functions.
GetManagementNamePointer mGetManagementName;
};
/**
* @brief Returns the hook information from the loaded mod.
*/
typedef ModLoaderCallables* (*GetModCallablesPointer)();
}

View file

@ -0,0 +1,13 @@
#include <DXAPI/AIConnection.h>
namespace DX
{
AIConnection::AIConnection(unsigned int obj) : mUseCustomMoves(false), GameConnection(obj)
{
}
void AIConnection::generateMove(void)
{
}
} // End NameSpace DX

View file

@ -33,6 +33,7 @@ namespace DX
}
return retval;
}
bool memPatch(unsigned int addr, unsigned char * data, unsigned int size){
DWORD oldprotect=0;
DWORD oldnewprotect=0;
@ -41,6 +42,7 @@ namespace DX
VirtualProtect((void *)addr,size,oldprotect,&oldnewprotect);
return true;
}
float memToFloat(unsigned int addr){
DWORD oldprotect=0;
DWORD oldnewprotect=0;
@ -51,6 +53,7 @@ namespace DX
VirtualProtect((void *)addr,4,oldprotect,&oldnewprotect);
return true;
}
unsigned int memToUInt(unsigned int addr){
DWORD oldprotect=0;
DWORD oldnewprotect=0;
@ -61,6 +64,7 @@ namespace DX
VirtualProtect((void *)addr,4,oldprotect,&oldnewprotect);
return true;
}
bool memToHex(unsigned int addr, char * dst, int size, bool spaces=false){
DWORD oldprotect=0;
DWORD oldnewprotect=0;
@ -80,6 +84,7 @@ namespace DX
strncpy(dst,outstr,255);
return true;
}
const char *GetModPaths(void)
{
int pointer = *(int*)0x9E8690;
@ -183,4 +188,9 @@ namespace DX
return was_dirty;
}
void initializeHooks(void)
{
}
}

View file

@ -13,19 +13,19 @@ namespace DX
__asm
{
mov ecx, my_ptr;
add ecx, 3404928;
add ecx, 0x33f480;
test ecx, ecx;
mov edx, ecx;
jz loc_5FDA60_sim;
add edx, 4294967136;
loc_5FDA60_sim:
mov eax, [edx + 33372];
loc_5FDA60_sim:
mov eax, [edx + 0x825c];
test eax, eax;
jnz got_valid_ptr;
got_valid_ptr:
got_valid_ptr:
mov result_ptr, eax;
}

View file

@ -7,7 +7,7 @@
namespace DX
{
SimObject::SimObject(unsigned int obj) : identifier(*(unsigned int*)(obj + 32)), fieldDictionary(*(unsigned int*)(obj + 0x2C)), dataBlock(*(unsigned int*)(obj + 0x248)),
base_pointer_value(obj)
base_pointer_value(obj), mName(*(char*)(obj + 4))
{
}
@ -45,6 +45,7 @@ namespace DX
return result;
}
const char *SimObject::getFieldValue(const char *slotname)
{
void * getfieldvalueptr=(void *)0x435210;

View file

@ -1,56 +1,62 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Common", "CommonAPI\Common\Common.vcxproj", "{9B3A3214-400B-4245-85FD-EA12D5F791D4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Modloader", "ModLoader\Modloader\Modloader.vcxproj", "{10159605-BFF5-496F-8C23-0A1FB9850E55}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "RandomMod", "Mod Sources\RandomMod\RandomMod\RandomMod.vcxproj", "{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TSExtension", "Mod Sources\TSExtension\TSExtension\TSExtension.vcxproj", "{08220905-AEC1-49C9-84E6-78672F9EF5F1}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WatchDog", "Mod Sources\Watchdog\Watchdog\Watchdog.vcxproj", "{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Debug|Win32.ActiveCfg = Debug|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Debug|Win32.Build.0 = Debug|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Release|Win32.ActiveCfg = Release|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Release|Win32.Build.0 = Release|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Debug|Win32.ActiveCfg = Debug|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Debug|Win32.Build.0 = Debug|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Release|Win32.ActiveCfg = Release|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Release|Win32.Build.0 = Release|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.ActiveCfg = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.Build.0 = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.ActiveCfg = Release|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.Build.0 = Release|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Debug|Win32.ActiveCfg = Debug|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Debug|Win32.Build.0 = Debug|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Release|Win32.ActiveCfg = Release|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Release|Win32.Build.0 = Release|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Debug|Win32.ActiveCfg = Debug|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Debug|Win32.Build.0 = Debug|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Release|Win32.ActiveCfg = Release|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Common", "CommonAPI\Common\Common.vcxproj", "{9B3A3214-400B-4245-85FD-EA12D5F791D4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Modloader", "ModLoader\Modloader\Modloader.vcxproj", "{10159605-BFF5-496F-8C23-0A1FB9850E55}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "RandomMod", "Mod Sources\RandomMod\RandomMod\RandomMod.vcxproj", "{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TSExtension", "Mod Sources\TSExtension\TSExtension\TSExtension.vcxproj", "{08220905-AEC1-49C9-84E6-78672F9EF5F1}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WatchDog", "Mod Sources\Watchdog\Watchdog\Watchdog.vcxproj", "{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}"
ProjectSection(ProjectDependencies) = postProject
{9B3A3214-400B-4245-85FD-EA12D5F791D4} = {9B3A3214-400B-4245-85FD-EA12D5F791D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PythonMod", "Mod Sources\PythonMod\PythonMod\PythonMod.vcxproj", "{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Debug|Win32.ActiveCfg = Debug|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Debug|Win32.Build.0 = Debug|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Release|Win32.ActiveCfg = Release|Win32
{9B3A3214-400B-4245-85FD-EA12D5F791D4}.Release|Win32.Build.0 = Release|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Debug|Win32.ActiveCfg = Debug|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Debug|Win32.Build.0 = Debug|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Release|Win32.ActiveCfg = Release|Win32
{10159605-BFF5-496F-8C23-0A1FB9850E55}.Release|Win32.Build.0 = Release|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.ActiveCfg = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.Build.0 = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.ActiveCfg = Release|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.Build.0 = Release|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Debug|Win32.ActiveCfg = Debug|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Debug|Win32.Build.0 = Debug|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Release|Win32.ActiveCfg = Release|Win32
{08220905-AEC1-49C9-84E6-78672F9EF5F1}.Release|Win32.Build.0 = Release|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Debug|Win32.ActiveCfg = Debug|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Debug|Win32.Build.0 = Debug|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Release|Win32.ActiveCfg = Release|Win32
{1C8B5AA4-B172-45DD-9D27-55F41B6F1755}.Release|Win32.Build.0 = Release|Win32
{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}.Debug|Win32.ActiveCfg = Debug|Win32
{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}.Debug|Win32.Build.0 = Debug|Win32
{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}.Release|Win32.ActiveCfg = Release|Win32
{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Binary file not shown.

Binary file not shown.

View file

@ -14,6 +14,7 @@
<ProjectGuid>{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>BaseMod</RootNamespace>
<ProjectName>BaseMod</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

Binary file not shown.

View file

@ -0,0 +1,20 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PythonMod", "PythonMod\PythonMod.vcxproj", "{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.ActiveCfg = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Debug|Win32.Build.0 = Debug|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.ActiveCfg = Release|Win32
{2A498B2D-84B2-4BBF-9532-EA17E5BA51BB}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View file

@ -0,0 +1,88 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{2BF01D65-C8F6-4565-AB0A-9F73B2E3D6E3}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>BaseMod</RootNamespace>
<ProjectName>PythonMod</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>include;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;..\..\..\CommonAPI\Common\include;$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Python27\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>C:\Python27\libs\python27.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Python27\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>C:\Python27\libs\python27.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="source\BaseMod.cpp" />
<ClCompile Include="source\dllmain.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View file

@ -0,0 +1,3 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
</Project>

View file

@ -0,0 +1,7 @@
// BaseMod.cpp : Defines the exported functions for the DLL application.
//
extern "C"
{
}

View file

@ -0,0 +1,282 @@
// dllmain.cpp : Defines the entry point for the DLL application.
#include <SDKDDKVer.h>
#include <Windows.h>
#include <string>
#include <DXAPI/DXAPI.h>
#include <LinkerAPI.h>
#include <Python.h>
static int aienabled=0;
unsigned int oldaiaddr=0x0;
static unsigned int tmpobjptr=0;
static DX::Move curmove;
static char test[100];
static DX::Move *mechchangedmove;
static char test2[100];
static void * moveptrmech;
unsigned int updatemoveretptr=0x5d2d7c;
float maxrot=2.9f;
float minrot=-2.9f;
static unsigned int playerptr=0x0;
static float newTurn = 0.1f;
static float turnStrength = 1.0f;
float MECH_TURNING_SPEED=0.4f;
static unsigned int playerptr2;
extern "C"
{
static DX::AIMove aimoves[1024];
}
__declspec(naked) void updateMoveHook()
{
// this gets run from 0x5D2D6E
__asm {
mov playerptr,ebx
mov eax,[ebp+0x8]
mov moveptrmech,eax
pusha
};
MECH_TURNING_SPEED=0.4f;
if (playerptr!=0) {
playervar=&DX::Player(playerptr);
mechchangedmove=(DX::Move*) moveptrmech;
//_snprintf (command,255,"return(%d.getDataBlock());",playervar->identifier);
//strncpy(buf,Con::evaluate(command,false,NULL,true),255);
if (playervar->dataBlock!=NULL) {
playerdatavar = &DX::SimObject(playervar->dataBlock);
//Con::printf("Datablock is %s\n",buf);
if (playerdatavar->base_pointer_value!=0)
{
strcpy_s<256>(buf,playerdatavar->getFieldValue(DX::StringTableInsert("mechControlEnabled",false)));
Con::printf("mechControlEnabled: %s",buf);
if ((mechchangedmove)->freelook && ((mechchangedmove)->y>0.0) && dAtob(buf))
{
//sprintf (command,"return (%d.getDataBlock().mechTurnSpeed);",playervar->identifier);
strcpy_s<256>(buf,playerdatavar->getFieldValue(DX::StringTableInsert("mechTurnSpeed",false)));
Con::printf("mechTurnSpeed: %s",buf);
MECH_TURNING_SPEED=atof(buf);
// FIXME: The 3 here should reference the datablock's maximum turning angle -- we're essentially normalizing our rotation here.
float turnStrength = playervar->headRotationZ / 3;
// Use whatever is leftover in our forward movement
float forwardStrength = 1 - fabs(turnStrength);
// Calculate a new turn value that we use for both the main body and the head.
float newTurn = turnStrength * MECH_TURNING_SPEED;
float newHeadTurn = turnStrength * (MECH_TURNING_SPEED/20);
(mechchangedmove)->y = forwardStrength;
(mechchangedmove)->x += turnStrength;
// FIXME: Is the yaw value definitely in radians?
playervar->mRotZ += newTurn + (mechchangedmove)->yaw;
// Now, we must translate the turning strength into an appropriate subtraction for our
// head rotation.
playervar->headRotationZ += -newTurn;
(mechchangedmove)->pitch = 0;
(mechchangedmove)->yaw = 0;
(mechchangedmove)->roll = 0;
(mechchangedmove)->freelook = true;
}
}
}
}
__asm
{
popa
mov ebx,playerptr
mov eax,[ebp+8]
mov edx,[eax]
mov [ebx+0x894],edx
mov eax,[eax+4]
jmp [updatemoveretptr]
};
}
/* Return the number of arguments of the application command line */
static PyObject*
ts_tseval(PyObject *self, PyObject *args)
{
char *input;
if(!PyArg_ParseTuple(args, "s:tseval",&input))
return NULL;
std::string inputstr=std::string(input);
//Con::printf(inputstr.c_str());
return Py_BuildValue("s",Con::evaluate(inputstr.c_str(),false,NULL,false));
}
static PyMethodDef TSMethods[] = {
{"tseval", ts_tseval, METH_VARARGS,
"Evaluates TorqueScript."},
{NULL, NULL, 0, NULL}
};
DX::AIMove * getAIMovePtr(unsigned int id) {
int moveindex=0;
bool foundindex=false;
for (int x=0; x<1024; x++) {
if (aimoves[x].id==id && aimoves[x].used==true) {
moveindex=x;
foundindex=true;
break;
}
if (aimoves[x].used==false) {
moveindex=x;
break;
}
}
if (foundindex==true) {
return &aimoves[moveindex];
} else {
aimoves[moveindex].id=id;
aimoves[moveindex].used=true;
DX::generateNullMove(&(aimoves[moveindex].move));
return &aimoves[moveindex];
}
}
static unsigned int updatemovehookptr = (unsigned int)updateMoveHook;
DX::Move tmpmove;
bool consetMove(Linker::SimObject *obj, S32 argc, const char *argv[]) {
// setMove(%aicon, x, y, z, yaw, pitch, roll);
unsigned int aiconid = atoi(argv[1]);
DX::AIMove * aimove = getAIMovePtr(aiconid);
aimove->move.x=DX::clampFloat(std::stof(argv[2]));
aimove->move.y=DX::clampFloat(std::stof(argv[3]));
aimove->move.z=DX::clampFloat(std::stof(argv[4]));
aimove->move.yaw=DX::clampMove(std::stof(argv[5]));
aimove->move.pitch=DX::clampMove(std::stof(argv[6]));
aimove->move.roll=DX::clampMove(std::stof(argv[7]));
//Con::printf ("Set move variables for %d to x:%f y:%f z:%f yaw:%f pitch:%f roll:%f\n",aimove->id,aimove->move.x,aimove->move.y,aimove->move.z,aimove->move.yaw,aimove->move.pitch,aimove->move.roll);
return true;
}
newAIMoveListGeneratorPtr gen;
typedef void (__thiscall *newAIMoveListGeneratorPtr)(void*, DX::Move** moves, unsigned int * moveCount);
bool consetTrigger(Linker::SimObject *obj, S32 argc, const char *argv[]) {
unsigned int aiconid = atoi(argv[1]);
unsigned int index = atoi(argv[2]);
if (index < 6) {
DX::AIMove * aimove = getAIMovePtr(aiconid);
bool value = dAtob(argv[3]);
aimove->move.triggers[index]=value;
return true;
}
return false;
}
bool conDisableNewAI(Linker::SimObject *obj, S32 argc, const char *argv[])
{
if (aienabled==1) {
Py_Finalize();
(*((unsigned int *)0x75e360))=(unsigned int)oldaiaddr;
aienabled=0;
return true;
}
return false;
}
bool conEnableNewAI(Linker::SimObject *obj, S32 argc, const char *argv[])
{
if (aienabled==0) {
Py_Initialize();
Py_InitModule("ts", TSMethods);
oldaiaddr=(*((unsigned int *)0x75e360));
gen=(newAIMoveListGeneratorPtr)newAIMoveListGenerator;
(*((unsigned int *)0x75e360))=(unsigned int)(gen);
aienabled=1;
return true;
}
return false;
}
__declspec(dllexport) void __fastcall newAIMoveListGenerator(void* This, void* notUsed, DX::Move** moves, unsigned int* moveCount) {
tmpobjptr=(unsigned int)This;
unsigned int * origobjptr;
origobjptr=(unsigned int *) tmpobjptr;
DX::AIMove * aimove;
DX::GameConnection * aiconn;
//Con::printf ("Possible offsets for ID starting at 0x4\n");
if (origobjptr !=0 )
{
//unsigned int * idptr;
//unsigned int offset=0x4;
//for (offset=0x4; offset<0x100; offset+=0x4) {
//idptr=(unsigned int *)((* (origobjptr))+offset);
//Con::printf ("Offset: %08X Addr: %08X Data: %d",offset, idptr, *idptr);
//}
aiconn = &DX::GameConnection((unsigned int)origobjptr+0xA0);
aimove = getAIMovePtr(aiconn->identifier);
unsigned int ident=aiconn->identifier;
printf("%d\n",ident);
char movecallback[120]="";
sprintf_s<120>(movecallback,"AIMoveCallback(%d)\n",ident);
//FILE *f=fopen("AI.py","rb");
PyRun_SimpleString((std::string("import ts\nfrom ai import AIMoveCallback\nimport ai\n")+std::string(movecallback)).c_str());
//Con::evaluate(movecallback,false,NULL,NULL);
//Con::printf ("BasePointer: %08X", aiconn.base_pointer_value);
//Con::printf ("Ecx Value: %08X", origobjptr);
//Con::printf("ID: %d\n",aiconn.identifier);
//Con::evaluate ("listPlayers();",true,NULL,NULL);
//Con::printf("orig: %08X obj: %08X\n",origobjptr,0xBADABEEB);
//Con::printf("Move processed for %08X\n",(aicon.identifier));
}
//memcpy (&tmpmove,&(aimove->move),sizeof(DX::Move));
//DX::generateNullMove(&(aimove->move));
*moves = &(aimove->move);
*moveCount=1;
return;
}
__declspec(dllexport) void ModInitialize(void)
{
Con::addMethodB(NULL,"enableNewAI",&conEnableNewAI,"Enables the new Move Generation code for the AI", 1,4);
Con::addMethodB(NULL,"disableNewAI",&conDisableNewAI,"Disables the new Move Generation code for the AI", 1,4);
}
__declspec(dllexport) void ServerProcess(unsigned int deltaTime)
{
}
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}

Binary file not shown.

View file

@ -2,12 +2,17 @@
//
#include "BaseMod.h"
#include <ModLoader\ModLoader.h>
#include "LinkerAPI.h"
#include "randomCmds.h"
extern "C"
{
BASEMOD_API unsigned int getModLoaderVersion(void)
{
return 0;
}
BASEMOD_API void ModInitialize(void)
{
Con::addMethodS(NULL,"getRandom",&conMRandom,"Random number generation based upon the Mersenne Twister algorithm.",1,3);
@ -18,4 +23,19 @@ extern "C"
return;
}
BASEMOD_API const char* getManagementName(void)
{
return "RandomMod";
}
BASEMOD_API ModLoader::ModLoaderCallables* getModCallables(void)
{
ModLoader::ModLoaderCallables* result = new ModLoader::ModLoaderCallables();
result->mInitializeModPointer = ModInitialize;
result->mGetManagementName = getManagementName;
return result;
}
}

View file

@ -1,93 +1,95 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\dllmain.cpp" />
<ClCompile Include="source\DXBinaryObjects.cpp" />
<ClCompile Include="source\DXConCmds.cpp" />
<ClCompile Include="source\DXTCPObjects.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\DXConCmds.h" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{08220905-AEC1-49C9-84E6-78672F9EF5F1}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>BaseMod</RootNamespace>
<ProjectName>TSExtension</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;..\..\..\CommonAPI\Common\include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)\Mods</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;..\..\..\CommonAPI\Common\include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)\Mods</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>ws2_32.lib;Dnsapi.lib;$(SolutionDir)\Common.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>ws2_32.lib;Dnsapi.lib;$(SolutionDir)\Common.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="source\dllmain.cpp" />
<ClCompile Include="source\DXBinaryObjects.cpp" />
<ClCompile Include="source\DXConCmds.cpp" />
<ClCompile Include="source\DXTCPObjects.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\DXConCmds.h" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{08220905-AEC1-49C9-84E6-78672F9EF5F1}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>BaseMod</RootNamespace>
<ProjectName>TSExtension</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;..\..\..\CommonAPI\Common\include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)\Mods</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>include;..\..\..\CommonAPI\Common\include;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)\Mods</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Python27\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>ws2_32.lib;Dnsapi.lib;C:\Python27\libs\python27.lib;$(SolutionDir)\Common.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;BASEMOD_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Python27\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>ws2_32.lib;Dnsapi.lib;$(SolutionDir)\Common.lib;C:\Python27\libs\python27.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View file

@ -1,505 +1,332 @@
// dllmain.cpp : Defines the entry point for the DLL application.
#include <SDKDDKVer.h>
#include <Windows.h>
#define _USE_MATH_DEFINES
#include <math.h>
//#define TORNADO_ENABLE
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
#include <DXAPI/DXAPI.h>
#include <LinkerAPI.h>
#include <DXAPI/Move.h>
#include <DXConCmds.h>
static DX::Move curmove;
static unsigned int tmpobjptr=0;
static char test[100];
static DX::Move *mechchangedmove;
static char test2[100];
static void * moveptrmech;
unsigned int updatemoveretptr=0x5d2d7c;
float maxrot=2.9f;
float minrot=-2.9f;
static unsigned int playerptr=0x0;
static float newTurn = 0.1f;
static float turnStrength = 1.0f;
extern "C"
{
static DX::AIMove aimoves[1024];
static char command[256]="";
static const char * dataBlock;
static char buf[256]="";
//#define MECH_TURNING_SPEED 0.4
// Maximum radians per 32ms tick
void *readIntptr=(void *)0x43BF10;
void *writeIntptr=(void *)0x43BF60;
void *writeStringptr=(void *)0x43C6D0;
void *readStringptr=(void *)0x43C630;
int streamReadInt(void * stream,int bitcount)
{
int retvalue=0x0;
__asm {
mov ecx,stream
push bitcount
call readIntptr
mov retvalue,eax
}
return retvalue;
}
void streamWriteInt(void * stream,int value,int bitcount) {
__asm {
mov ecx,stream
push bitcount
push value
call writeIntptr
}
return;
}
void streamWriteString(void * stream,const char * stringvar,int maxlen) {
__asm {
mov ecx,stream
push maxlen
push stringvar
call writeStringptr
}
return;
}
void streamReadString(void * stream,char *stringvar) {
__asm {
mov ecx,stream
push stringvar
call readStringptr
}
return;
}
static char fieldnames[127][256];
static char fieldvalues[127][256];
static DX::Player *playervar;
static DX::SimObject *playerdatavar;
unsigned int gamebaseretptr=0x5E2A13;
unsigned int gboaparentptr=0x58c1e0;
static DX::GameBase *gb;
static DX::SimObject * gbdb;
static const char * gbfieldvalue;
void __declspec (naked) GameBaseOnAddHook() {
void * gamebaseptr;
__asm {
push ebp
mov ebp,esp
push ebx
push esi
mov esi,ecx
mov gamebaseptr,esi
call [gboaparentptr]
test al,al
jz gboaparentfailed
mov edx,[esi+0x248]
test edx,edx
jnz gboaworked
gboaparentfailed:
lea esp,[ebp-0x8]
xor al,al
pop esi
pop ebx
pop ebp
retn
gboaworked:
pushad
};
gb = &DX::GameBase((unsigned int)gamebaseptr);
gbdb = &DX::SimObject(gb->dataBlock);
gbfieldvalue=gbdb->getFieldValue(DX::StringTableInsert("subClass",false));
if (gbfieldvalue!=NULL) {
#ifdef TORNADO_ENABLE
if (stricmp(gbfieldvalue,"tornado")==0) {
}
#endif
}
__asm {
popad
jmp [gamebaseretptr]
}
}
void DBpackData(void *stream) {
void* thisptr;
__asm {
mov thisptr,ecx
};
DX::SimObject dbobj = DX::SimObject((unsigned int)thisptr);
char readcommand[256]="";
sprintf_s<256>(readcommand,"return getWordCount(%d.extraNetFields);", dbobj.identifier);
char str[256]="";
strncpy_s<256>(str,Con::evaluate(readcommand,false,NULL,true), 256);
Con::printf ("GWC returned %s\n",str);
int realcount=atoi(str);
int i=0;
int counter=0;
for (i; (i<126 && i<realcount); i++) {
sprintf_s<256>(readcommand,"return getWord(%d.extraNetFields,%d);",dbobj.identifier,i);
strncpy_s<256>(fieldnames[i],Con::evaluate(readcommand,false,NULL,true), 256);
Con::printf (fieldnames[i]);
_snprintf_s<256>(readcommand,256,"return(%d.%s);",dbobj.identifier,fieldnames[i]);
strncpy_s<256>(fieldvalues[i],Con::evaluate(readcommand,false,NULL,true), 256);
strcpy_s<256>(buf,dbobj.getFieldValue(DX::StringTableInsert(fieldnames[i],false)));
Con::printf ("fieldvalues[i]:%s GDF: %s\n",fieldvalues[i],buf);
}
counter=i;
Con::printf("Sending %d extra fields",counter);
streamWriteInt(stream,counter,7);
for (int x=0; x < counter; x++ ) {
streamWriteString(stream,fieldnames[x],254);
streamWriteString(stream,fieldvalues[x],254);
}
}
void DBunpackData(void *stream) {
void* thisptr;
__asm {
mov thisptr,ecx
};
char setcommand[256]="";
DX::SimObject dbobj = DX::SimObject((unsigned int)thisptr);
int counter=streamReadInt(stream,7);
char buf[256]="";
Con::printf ("Receiving %d extra fields",counter);
for (int i=0; i < counter; i++) {
streamReadString(stream,buf);
strcpy_s<256>(fieldnames[i],buf);
streamReadString(stream,buf);
strcpy_s<256>(fieldvalues[i],buf);
}
for (int i=0; i < counter; i++ ){
Con::printf (fieldnames[i]);
Con::printf (fieldvalues[i]);
dbobj.setDataField(DX::StringTableInsert(fieldnames[i],false),NULL,fieldvalues[i]);
//_snprintf (setcommand,255,"%d.%s=\"%s\";",dbobj.identifier,fieldnames[i],fieldvalues[i]);
//Con::evaluate(setcommand,false,NULL,true);
}
}
float MECH_TURNING_SPEED=0.4f;
static unsigned int playerptr2;
__declspec(naked) void updateMoveHook()
{
// this gets run from 0x5D2D6E
__asm {
mov playerptr,ebx
mov eax,[ebp+0x8]
mov moveptrmech,eax
pusha
};
MECH_TURNING_SPEED=0.4f;
if (playerptr!=0) {
playervar=&DX::Player(playerptr);
mechchangedmove=(DX::Move*) moveptrmech;
//_snprintf (command,255,"return(%d.getDataBlock());",playervar->identifier);
//strncpy(buf,Con::evaluate(command,false,NULL,true),255);
if (playervar->dataBlock!=NULL) {
playerdatavar = &DX::SimObject(playervar->dataBlock);
//Con::printf("Datablock is %s\n",buf);
if (playerdatavar->base_pointer_value!=0)
{
strcpy_s<256>(buf,playerdatavar->getFieldValue(DX::StringTableInsert("mechControlEnabled",false)));
Con::printf("mechControlEnabled: %s",buf);
if ((mechchangedmove)->freelook && ((mechchangedmove)->y>0.0) && dAtob(buf))
{
//sprintf (command,"return (%d.getDataBlock().mechTurnSpeed);",playervar->identifier);
strcpy_s<256>(buf,playerdatavar->getFieldValue(DX::StringTableInsert("mechTurnSpeed",false)));
Con::printf("mechTurnSpeed: %s",buf);
MECH_TURNING_SPEED=atof(buf);
// FIXME: The 3 here should reference the datablock's maximum turning angle -- we're essentially normalizing our rotation here.
float turnStrength = playervar->headRotationZ / 3;
// Use whatever is leftover in our forward movement
float forwardStrength = 1 - fabs(turnStrength);
// Calculate a new turn value that we use for both the main body and the head.
float newTurn = turnStrength * MECH_TURNING_SPEED;
float newHeadTurn = turnStrength * (MECH_TURNING_SPEED/20);
(mechchangedmove)->y = forwardStrength;
(mechchangedmove)->x += turnStrength;
// FIXME: Is the yaw value definitely in radians?
playervar->mRotZ += newTurn + (mechchangedmove)->yaw;
// Now, we must translate the turning strength into an appropriate subtraction for our
// head rotation.
playervar->headRotationZ += -newTurn;
(mechchangedmove)->pitch = 0;
(mechchangedmove)->yaw = 0;
(mechchangedmove)->roll = 0;
(mechchangedmove)->freelook = true;
}
}
}
}
__asm
{
popa
mov ebx,playerptr
mov eax,[ebp+8]
mov edx,[eax]
mov [ebx+0x894],edx
mov eax,[eax+4]
jmp [updatemoveretptr]
};
}
static unsigned int updatemovehookptr = (unsigned int)updateMoveHook;
DX::AIMove * getAIMovePtr(unsigned int id) {
int moveindex=0;
bool foundindex=false;
for (int x=0; x<1024; x++) {
if (aimoves[x].id==id && aimoves[x].used==true) {
moveindex=x;
foundindex=true;
break;
}
if (aimoves[x].used==false) {
moveindex=x;
break;
}
}
if (foundindex==true) {
return &aimoves[moveindex];
} else {
aimoves[moveindex].id=id;
aimoves[moveindex].used=true;
DX::generateNullMove(&(aimoves[moveindex].move));
return &aimoves[moveindex];
}
}
DX::Move tmpmove;
__declspec(dllexport) void __cdecl newAIMoveListGenerator(DX::Move** moves, unsigned int * moveCount) {
__asm {
mov tmpobjptr,ecx
}
unsigned int * origobjptr;
origobjptr=(unsigned int *) tmpobjptr;
DX::AIMove * aimove;
DX::GameConnection * aiconn;
//Con::printf ("Possible offsets for ID starting at 0x4\n");
if (origobjptr !=0 ) {
//unsigned int * idptr;
//unsigned int offset=0x4;
//for (offset=0x4; offset<0x100; offset+=0x4) {
//idptr=(unsigned int *)((* (origobjptr))+offset);
//Con::printf ("Offset: %08X Addr: %08X Data: %d",offset, idptr, *idptr);
//}
aiconn = &DX::GameConnection((unsigned int)origobjptr+0xA0);
aimove = getAIMovePtr(aiconn->identifier);
char movecallback[120]="";
sprintf_s<120>(movecallback,"AIMoveCallback(%d);",aiconn->identifier);
Con::evaluate(movecallback,false,NULL,NULL);
//Con::printf ("BasePointer: %08X", aiconn.base_pointer_value);
//Con::printf ("Ecx Value: %08X", origobjptr);
//Con::printf("ID: %d\n",aiconn.identifier);
//Con::evaluate ("listPlayers();",true,NULL,NULL);
//Con::printf("orig: %08X obj: %08X\n",origobjptr,0xBADABEEB);
//Con::printf("Move processed for %08X\n",(aicon.identifier));
}
//memcpy (&tmpmove,&(aimove->move),sizeof(DX::Move));
//DX::generateNullMove(&(aimove->move));
*moves = &(aimove->move);
*moveCount=1;
return;
}
bool consetTrigger(Linker::SimObject *obj, S32 argc, const char *argv[]) {
unsigned int aiconid = atoi(argv[1]);
unsigned int index = atoi(argv[2]);
if (index < 6) {
DX::AIMove * aimove = getAIMovePtr(aiconid);
bool value = dAtob(argv[3]);
aimove->move.triggers[index]=value;
return true;
}
return false;
}
bool consetMove(Linker::SimObject *obj, S32 argc, const char *argv[]) {
// setMove(%aicon, x, y, z, yaw, pitch, roll);
unsigned int aiconid = atoi(argv[1]);
DX::AIMove * aimove = getAIMovePtr(aiconid);
aimove->move.x=DX::clampFloat(std::stof(argv[2]));
aimove->move.y=DX::clampFloat(std::stof(argv[3]));
aimove->move.z=DX::clampFloat(std::stof(argv[4]));
aimove->move.yaw=DX::clampMove(std::stof(argv[5]));
aimove->move.pitch=DX::clampMove(std::stof(argv[6]));
aimove->move.roll=DX::clampMove(std::stof(argv[7]));
//Con::printf ("Set move variables for %d to x:%f y:%f z:%f yaw:%f pitch:%f roll:%f\n",aimove->id,aimove->move.x,aimove->move.y,aimove->move.z,aimove->move.yaw,aimove->move.pitch,aimove->move.roll);
return true;
}
bool conEnableNewAI(Linker::SimObject *obj, S32 argc, const char *argv[])
{
(*((unsigned int *)0x75e360))=(unsigned int)newAIMoveListGenerator;
return true;
}
static S32 gravid=0;
static float movespeed=0.0;
__declspec(dllexport) void ServerProcess(unsigned int deltaTime)
{
//memPatch("602D1E","9090");
float pos[3];
float rot[4];
if (gravid!=0) {
if (movespeed != 0.0) {
float timeinseconds=(deltaTime/1000.0f);
void * objptr = Sim::findObject(gravid);
if ((unsigned int)(objptr)) {
DX::SceneObject newobj=DX::SceneObject((unsigned int)objptr);
newobj.getPosition(pos);
newobj.getRotation(rot);
pos[2]+=(movespeed*timeinseconds);
newobj.setPosition(pos);
}
}
}
}
static unsigned int gboaptr =(unsigned int ) &GameBaseOnAddHook;
__declspec(dllexport) void ModInitialize(void)
{
// Init WSA
WSADATA wsadata;
WSAStartup(0x0202, &wsadata);
Con::addMethodS(NULL,"dumpHex",&conDumpHex,"dumpHex(addr,size,spaces)",4,5);
Con::addMethodS(NULL,"dumpDec",&conDumpUInt,"dumpDec(addr)",2,3);
Con::addMethodS(NULL,"dumpFloat",&conDumpFloat,"dumpFloat(addr)",2,3);
Con::addMethodB("Player", "isjumping", &conPlayerGetJumpingState,"Returns whether or not the player is jumping", 2, 2);
Con::addMethodB("Player", "isjetting", &conPlayerGetJettingState,"Returns whether or not the player is jetting", 2, 2);
Con::addMethodB("GameConnection", "setheat", &conGameConnectionSetHeatLevel,"Sets the heat level", 3, 3);
Con::addMethodB("ShapeBase","setcloakvalue",&conShapeBaseSetCloakValue,"Sets the cloak value ex: setcloakvalue(1,0.5)",3,4);
Con::addMethodB("GrenadeProjectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
Con::addMethodB("GameBase","setProcessTicks",&conSetProcessTicks,"Sets the flag for processing ticks or not", 3, 3);
Con::addMethodB("Projectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
Con::addMethodB(NULL,"enableNewAI",&conEnableNewAI,"Enables the new Move Generation code for the AI", 1,4);
Con::addMethodB(NULL,"setAIMove",&consetMove,"setAIMove(%aicon, x, y, z, yaw, pitch, roll)", 2,10);
Con::addMethodB(NULL,"setAITrigger", &consetTrigger, "setAITrigger(%aicon,triggerid,value);",2,5);
Con::addMethodS("GrenadeProjectile", "getposition", &conGrenadeProjectileGetPosition,"Accurately gets the position of the GrenadeProjectile", 2, 2);
Con::addMethodS("GrenadeProjectile", "getvelocity", &conGrenadeProjectileGetVelocity,"Gets the velocity of the GrenadeProjectile", 2, 2);
Con::addMethodB("Projectile", "makeNerf", &conProjectileMakeNerf,"Makes the Projectile deal no damage", 2, 2);
// TCPObject
#ifdef ENABLE_TCPOBJECT
Con::addMethodS("TCPObject", "connect", &conTCPObjectConnect, "Connects to a remote server", 3, 3);
Con::addMethodB("TCPObject", "send", &conTCPObjectSend, "Sends data to the remote server", 3, 3);
Con::addMethodB("TCPObject", "disconnect", &conTCPObjectDisconnect, "Disconnects from the remote server", 2, 2);
// HTTPObject
Con::addMethodB("HTTPObject", "get", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "post", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "send", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "connect", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "listen", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
#endif
// BinaryObject
Con::addMethodB("BinaryObject", "openforread", &conBinaryObjectOpenForRead, "Opens the input file for reading binary data", 3, 4);
Con::addMethodB("BinaryObject", "save", &conBinaryObjectSave, "Saves the binary object data to a file", 3, 3);
Con::addMethodS("BinaryObject", "readu32", &conBinaryObjectReadU32, "Reads an unsigned int from the buffer", 2, 2);
Con::addMethodS("BinaryObject", "readf32", &conBinaryObjectReadF32, "Reads a float from the buffer", 2, 2);
Con::addMethodS("BinaryObject", "readu8", &conBinaryObjectReadU8, "Reads a unsigned char from the buffer", 2, 2);
Con::addMethodB("BinaryObject", "setbufferpointer", &conBinaryObjectSetBufferPointer, "Sets the buffer pointer", 3, 3);
Con::addMethodS("BinaryObject", "getbufferlength", &conBinaryObjectGetBufferLength, "Returns the length of the buffer", 2, 2);
Con::addMethodS("BinaryObject", "getbufferpointer", &conBinaryObjectGetBufferPointer, "Returns the buffer pointer", 2, 2);
Con::addMethodB("BinaryObject", "close", &conBinaryObjectClose, "Closes the binary object", 2, 2);
Con::addMethodI("NetConnection","getGhostIndex", &conGetGhostIndex, "Gets a ghost index for an object id", 3, 3);
Con::addMethodB("NetConnection","forceUpdate", &conForceUpdate,"Forces an initial update for an object id", 3, 3);
Con::addMethodI("NetConnection","resolveGhostParent",&conResolveGhostParent,"Resolves a ghost index parent", 3, 3);
Con::addMethodS(NULL,"floatToHex",&conFloatToHex,"converts float to hex",2,3);
Con::addMethodI("NetConnection","resolveGhost",&conResolveGhost,"Resolves an object from a ghost ID for ServerConnection", 3, 3);
Con::addMethodB(NULL,"clientCmdSetGhostTicks",&conclientCmdSetGhostTicks,"Client Command for disabling tick processing on ghost index",2,10);
Con::addMethodB(NULL,"clientCmdsetProcessTicks",&conclientCmdSetProcessTicks,"Client Command for disabling tick processing on ghost object",2,10);
// General
Con::addMethodS(NULL, "sprintf", &conSprintf,"Formats a string. See the C sprintf.", 2, 20);
Con::addMethodB(NULL, "tsExtensionUpdate", &conTSExtensionUpdate,"Updates the TSExtension.", 1, 1);
// memPatch Disabler
Con::addMethodB(NULL, "disableMempatch", &disableMempatch,"Disables memPatch.", 1, 1);
// Regex
Con::addMethodB(NULL, "reSearch", &reSearch,"reSearch(pattern, target): Searches for a pattern within the target string.", 3, 3);
Con::addMethodB(NULL, "reMatch", &reMatch,"reMatch(pattern, target): Attempts to match the entire target string to a pattern.", 3, 3);
Con::addMethodB(NULL, "reIterBegin", &reIterBegin,"reIterBegin(pattern, target): Begins an iterator search for patterns in the target string.", 3, 3);
Con::addMethodB(NULL, "reIterEnd", &reIterEnd,"reIterEnd(): Returns true when the iterator search ends.", 1, 1);
Con::addMethodS(NULL,"reIterNext",&reIterNext,"reIterNext(): Returns the next matched pattern in the string.", 1, 1);
Con::addMethodS(NULL,"reReplace",&reReplace,"reReplace(pattern, target, replace): Replaces the pattern within the target string with another string.", 4, 4);
// Add this Gvar to signify that TSExtension is active
static bool is_active = true;
Con::addVariable("$TSExtension::UberGravity", TypeF32, &movespeed);
Con::addVariable("$TSExtension::UberId",TypeS32, &gravid);
Con::addVariable("$TSExtension::isActive", TypeBool, &is_active);
char mechcode[8]="\xA1\xAA\xAA\xAA\xAA\xFF\xE0";
char dbrwcode[8]="\xC7\x42\x18\x80\x01\x00\x00";
char dbpack[8]= "\xB8\xAA\xAA\xAA\xAA\xFF\xE0";
char dbunpack[8]="\xB8\xAA\xAA\xAA\xAA\xFF\xE0";
char dbpatch3[8]="\xC7\x42\x18\x80\x01\x00\x00";
char dbclient2[2]="\xEB";
char dbclient[3]="\x90\x90";
char gboaonadd[8]="FF\x25\xAA\xAA\xAA\xAA";
//memPatch("42e05f",
#ifdef MECH_MOVE_CODE
*((unsigned int*)(mechcode+1))=(unsigned int)&updatemovehookptr;
#endif
*((unsigned int*)(dbpack+1))=(unsigned int)&DBpackData;
*((unsigned int*)(dbunpack+1))=(unsigned int)&DBunpackData;
*((unsigned int*)(gboaonadd+2))=(unsigned int)&gboaptr;
#ifdef NEW_DB_CODE
DX::memPatch(0x5D2D6E,(unsigned char *)mechcode,7);
DX::memPatch(0x438415,(unsigned char *)dbrwcode,7);
DX::memPatch(0x436DF0,(unsigned char *)dbpack,7);
DX::memPatch(0x436E00,(unsigned char *)dbunpack,7);
DX::memPatch(0x42e05f,(unsigned char *)dbclient,2);
DX::memPatch(0x66E1ED,(unsigned char *)dbclient2,1);
DX::memPatch(0x438415,(unsigned char *)dbpatch3,7);
DX::memPatch(0x5E29F0,(unsigned char *)gboaonadd,7);
#endif
}
}
// dllmain.cpp : Defines the entry point for the DLL application.
#include <SDKDDKVer.h>
#include <Windows.h>
#define _USE_MATH_DEFINES
#include <math.h>
//#define TORNADO_ENABLE
//#define MECH_MOVE_CODE
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
#include <DXAPI/DXAPI.h>
#include <LinkerAPI.h>
#include <DXAPI/Move.h>
#include <DXConCmds.h>
extern "C"
{
static DX::AIMove aimoves[1024];
static char command[256]="";
static const char * dataBlock;
static char buf[256]="";
//#define MECH_TURNING_SPEED 0.4
// Maximum radians per 32ms tick
void *readIntptr=(void *)0x43BF10;
void *writeIntptr=(void *)0x43BF60;
void *writeStringptr=(void *)0x43C6D0;
void *readStringptr=(void *)0x43C630;
int streamReadInt(void * stream,int bitcount)
{
int retvalue=0x0;
__asm {
mov ecx,stream
push bitcount
call readIntptr
mov retvalue,eax
}
return retvalue;
}
void streamWriteInt(void * stream,int value,int bitcount) {
__asm {
mov ecx,stream
push bitcount
push value
call writeIntptr
}
return;
}
void streamWriteString(void * stream,const char * stringvar,int maxlen) {
__asm {
mov ecx,stream
push maxlen
push stringvar
call writeStringptr
}
return;
}
void streamReadString(void * stream,char *stringvar) {
__asm {
mov ecx,stream
push stringvar
call readStringptr
}
return;
}
static char fieldnames[127][256];
static char fieldvalues[127][256];
static DX::Player *playervar;
static DX::SimObject *playerdatavar;
unsigned int gamebaseretptr=0x5E2A13;
unsigned int gboaparentptr=0x58c1e0;
static DX::GameBase *gb;
static DX::SimObject * gbdb;
static const char * gbfieldvalue;
void __declspec (naked) GameBaseOnAddHook() {
void * gamebaseptr;
__asm {
push ebp
mov ebp,esp
push ebx
push esi
mov esi,ecx
mov gamebaseptr,esi
call [gboaparentptr]
test al,al
jz gboaparentfailed
mov edx,[esi+0x248]
test edx,edx
jnz gboaworked
gboaparentfailed:
lea esp,[ebp-0x8]
xor al,al
pop esi
pop ebx
pop ebp
retn
gboaworked:
pushad
};
gb = &DX::GameBase((unsigned int)gamebaseptr);
gbdb = &DX::SimObject(gb->dataBlock);
gbfieldvalue=gbdb->getFieldValue(DX::StringTableInsert("subClass",false));
if (gbfieldvalue!=NULL) {
#ifdef TORNADO_ENABLE
if (stricmp(gbfieldvalue,"tornado")==0) {
}
#endif
}
__asm {
popad
jmp [gamebaseretptr]
}
}
void DBpackData(void *stream) {
void* thisptr;
__asm {
mov thisptr,ecx
};
DX::SimObject dbobj = DX::SimObject((unsigned int)thisptr);
char readcommand[256]="";
sprintf_s<256>(readcommand,"return getWordCount(%d.extraNetFields);", dbobj.identifier);
char str[256]="";
strncpy_s<256>(str,Con::evaluate(readcommand,false,NULL,true), 256);
Con::printf ("GWC returned %s\n",str);
int realcount=atoi(str);
int i=0;
int counter=0;
for (i; (i<126 && i<realcount); i++) {
sprintf_s<256>(readcommand,"return getWord(%d.extraNetFields,%d);",dbobj.identifier,i);
strncpy_s<256>(fieldnames[i],Con::evaluate(readcommand,false,NULL,true), 256);
Con::printf (fieldnames[i]);
_snprintf_s<256>(readcommand,256,"return(%d.%s);",dbobj.identifier,fieldnames[i]);
strncpy_s<256>(fieldvalues[i],Con::evaluate(readcommand,false,NULL,true), 256);
strcpy_s<256>(buf,dbobj.getFieldValue(DX::StringTableInsert(fieldnames[i],false)));
Con::printf ("fieldvalues[i]:%s GDF: %s\n",fieldvalues[i],buf);
}
counter=i;
Con::printf("Sending %d extra fields",counter);
streamWriteInt(stream,counter,7);
for (int x=0; x < counter; x++ ) {
streamWriteString(stream,fieldnames[x],254);
streamWriteString(stream,fieldvalues[x],254);
}
}
void DBunpackData(void *stream) {
void* thisptr;
__asm {
mov thisptr,ecx
};
char setcommand[256]="";
DX::SimObject dbobj = DX::SimObject((unsigned int)thisptr);
int counter=streamReadInt(stream,7);
char buf[256]="";
Con::printf ("Receiving %d extra fields",counter);
for (int i=0; i < counter; i++) {
streamReadString(stream,buf);
strcpy_s<256>(fieldnames[i],buf);
streamReadString(stream,buf);
strcpy_s<256>(fieldvalues[i],buf);
}
for (int i=0; i < counter; i++ ){
Con::printf (fieldnames[i]);
Con::printf (fieldvalues[i]);
dbobj.setDataField(DX::StringTableInsert(fieldnames[i],false),NULL,fieldvalues[i]);
//_snprintf (setcommand,255,"%d.%s=\"%s\";",dbobj.identifier,fieldnames[i],fieldvalues[i]);
//Con::evaluate(setcommand,false,NULL,true);
}
}
static S32 gravid=0;
static float movespeed=0.0;
__declspec(dllexport) void ServerProcess(unsigned int deltaTime)
{
//memPatch("602D1E","9090");
float pos[3];
float rot[4];
if (gravid!=0) {
if (movespeed != 0.0) {
float timeinseconds=(deltaTime/1000.0f);
void * objptr = Sim::findObject(gravid);
if ((unsigned int)(objptr)) {
DX::SceneObject newobj=DX::SceneObject((unsigned int)objptr);
newobj.getPosition(pos);
newobj.getRotation(rot);
pos[2]+=(movespeed*timeinseconds);
newobj.setPosition(pos);
}
}
}
}
static unsigned int gboaptr =(unsigned int ) &GameBaseOnAddHook;
__declspec(dllexport) void ModInitialize(void)
{
// Init WSA
WSADATA wsadata;
WSAStartup(0x0202, &wsadata);
Con::addMethodS(NULL,"dumpHex",&conDumpHex,"dumpHex(addr,size,spaces)",4,5);
Con::addMethodS(NULL,"dumpDec",&conDumpUInt,"dumpDec(addr)",2,3);
Con::addMethodS(NULL,"dumpFloat",&conDumpFloat,"dumpFloat(addr)",2,3);
Con::addMethodB("Player", "isjumping", &conPlayerGetJumpingState,"Returns whether or not the player is jumping", 2, 2);
Con::addMethodB("Player", "isjetting", &conPlayerGetJettingState,"Returns whether or not the player is jetting", 2, 2);
Con::addMethodB("GameConnection", "setheat", &conGameConnectionSetHeatLevel,"Sets the heat level", 3, 3);
Con::addMethodB("ShapeBase","setcloakvalue",&conShapeBaseSetCloakValue,"Sets the cloak value ex: setcloakvalue(1,0.5)",3,4);
Con::addMethodB("GrenadeProjectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
Con::addMethodB("GameBase","setProcessTicks",&conSetProcessTicks,"Sets the flag for processing ticks or not", 3, 3);
Con::addMethodB("Projectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
Con::addMethodB(NULL,"setAIMove",&consetMove,"setAIMove(%aicon, x, y, z, yaw, pitch, roll)", 2,10);
Con::addMethodB(NULL,"setAITrigger", &consetTrigger, "setAITrigger(%aicon,triggerid,value);",2,6);
Con::addMethodS("GrenadeProjectile", "getposition", &conGrenadeProjectileGetPosition,"Accurately gets the position of the GrenadeProjectile", 2, 2);
Con::addMethodS("GrenadeProjectile", "getvelocity", &conGrenadeProjectileGetVelocity,"Gets the velocity of the GrenadeProjectile", 2, 2);
Con::addMethodB("Projectile", "makeNerf", &conProjectileMakeNerf,"Makes the Projectile deal no damage", 2, 2);
// TCPObject
#ifdef ENABLE_TCPOBJECT
Con::addMethodS("TCPObject", "connect", &conTCPObjectConnect, "Connects to a remote server", 3, 3);
Con::addMethodB("TCPObject", "send", &conTCPObjectSend, "Sends data to the remote server", 3, 3);
Con::addMethodB("TCPObject", "disconnect", &conTCPObjectDisconnect, "Disconnects from the remote server", 2, 2);
// HTTPObject
Con::addMethodB("HTTPObject", "get", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "post", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "send", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "connect", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
Con::addMethodB("HTTPObject", "listen", &conHTTPObjectDoNothing, "Disconnects from the remote server", 6, 6);
#endif
// BinaryObject
Con::addMethodB("BinaryObject", "openforread", &conBinaryObjectOpenForRead, "Opens the input file for reading binary data", 3, 4);
Con::addMethodB("BinaryObject", "save", &conBinaryObjectSave, "Saves the binary object data to a file", 3, 3);
Con::addMethodS("BinaryObject", "readu32", &conBinaryObjectReadU32, "Reads an unsigned int from the buffer", 2, 2);
Con::addMethodS("BinaryObject", "readf32", &conBinaryObjectReadF32, "Reads a float from the buffer", 2, 2);
Con::addMethodS("BinaryObject", "readu8", &conBinaryObjectReadU8, "Reads a unsigned char from the buffer", 2, 2);
Con::addMethodB("BinaryObject", "setbufferpointer", &conBinaryObjectSetBufferPointer, "Sets the buffer pointer", 3, 3);
Con::addMethodS("BinaryObject", "getbufferlength", &conBinaryObjectGetBufferLength, "Returns the length of the buffer", 2, 2);
Con::addMethodS("BinaryObject", "getbufferpointer", &conBinaryObjectGetBufferPointer, "Returns the buffer pointer", 2, 2);
Con::addMethodB("BinaryObject", "close", &conBinaryObjectClose, "Closes the binary object", 2, 2);
Con::addMethodI("NetConnection","getGhostIndex", &conGetGhostIndex, "Gets a ghost index for an object id", 3, 3);
Con::addMethodB("NetConnection","forceUpdate", &conForceUpdate,"Forces an initial update for an object id", 3, 3);
Con::addMethodI("NetConnection","resolveGhostParent",&conResolveGhostParent,"Resolves a ghost index parent", 3, 3);
Con::addMethodS(NULL,"floatToHex",&conFloatToHex,"converts float to hex",2,3);
Con::addMethodI("NetConnection","resolveGhost",&conResolveGhost,"Resolves an object from a ghost ID for ServerConnection", 3, 3);
Con::addMethodB(NULL,"clientCmdSetGhostTicks",&conclientCmdSetGhostTicks,"Client Command for disabling tick processing on ghost index",2,10);
Con::addMethodB(NULL,"clientCmdsetProcessTicks",&conclientCmdSetProcessTicks,"Client Command for disabling tick processing on ghost object",2,10);
// General
Con::addMethodS(NULL, "sprintf", &conSprintf,"Formats a string. See the C sprintf.", 2, 20);
Con::addMethodB(NULL, "tsExtensionUpdate", &conTSExtensionUpdate,"Updates the TSExtension.", 1, 1);
// memPatch Disabler
Con::addMethodB(NULL, "disableMempatch", &disableMempatch,"Disables memPatch.", 1, 1);
// Regex
Con::addMethodB(NULL, "reSearch", &reSearch,"reSearch(pattern, target): Searches for a pattern within the target string.", 3, 3);
Con::addMethodB(NULL, "reMatch", &reMatch,"reMatch(pattern, target): Attempts to match the entire target string to a pattern.", 3, 3);
Con::addMethodB(NULL, "reIterBegin", &reIterBegin,"reIterBegin(pattern, target): Begins an iterator search for patterns in the target string.", 3, 3);
Con::addMethodB(NULL, "reIterEnd", &reIterEnd,"reIterEnd(): Returns true when the iterator search ends.", 1, 1);
Con::addMethodS(NULL,"reIterNext",&reIterNext,"reIterNext(): Returns the next matched pattern in the string.", 1, 1);
Con::addMethodS(NULL,"reReplace",&reReplace,"reReplace(pattern, target, replace): Replaces the pattern within the target string with another string.", 4, 4);
// Add this Gvar to signify that TSExtension is active
static bool is_active = true;
Con::addVariable("$TSExtension::UberGravity", TypeF32, &movespeed);
Con::addVariable("$TSExtension::UberId",TypeS32, &gravid);
Con::addVariable("$TSExtension::isActive", TypeBool, &is_active);
char mechcode[8]="\xA1\xAA\xAA\xAA\xAA\xFF\xE0";
char dbrwcode[8]="\xC7\x42\x18\x80\x01\x00\x00";
char dbpack[8]= "\xB8\xAA\xAA\xAA\xAA\xFF\xE0";
char dbunpack[8]="\xB8\xAA\xAA\xAA\xAA\xFF\xE0";
char dbpatch3[8]="\xC7\x42\x18\x80\x01\x00\x00";
char dbclient2[2]="\xEB";
char dbclient[3]="\x90\x90";
char gboaonadd[8]="FF\x25\xAA\xAA\xAA\xAA";
//memPatch("42e05f",
#ifdef MECH_MOVE_CODE
*((unsigned int*)(mechcode+1))=(unsigned int)&updatemovehookptr;
#endif
*((unsigned int*)(dbpack+1))=(unsigned int)&DBpackData;
*((unsigned int*)(dbunpack+1))=(unsigned int)&DBunpackData;
*((unsigned int*)(gboaonadd+2))=(unsigned int)&gboaptr;
#ifdef NEW_DB_CODE
DX::memPatch(0x5D2D6E,(unsigned char *)mechcode,7);
DX::memPatch(0x438415,(unsigned char *)dbrwcode,7);
DX::memPatch(0x436DF0,(unsigned char *)dbpack,7);
DX::memPatch(0x436E00,(unsigned char *)dbunpack,7);
DX::memPatch(0x42e05f,(unsigned char *)dbclient,2);
DX::memPatch(0x66E1ED,(unsigned char *)dbclient2,1);
DX::memPatch(0x438415,(unsigned char *)dbpatch3,7);
DX::memPatch(0x5E29F0,(unsigned char *)gboaonadd,7);
#endif
Py_SetProgramName("AIInterpreter");
}
}

Binary file not shown.

Binary file not shown.

View file

@ -1,2 +1,2 @@
#v4.0:v100
Release|Win32|C:\t2cpp\T2-CPP-master\|
#v4.0:v100
Release|Win32|C:\Documents and Settings\NobodyBla\Desktop\T2AI\T2-CPP-master\|

View file

@ -3,6 +3,4 @@
#include <string>
#include <unordered_set>
typedef void (*ServerProcessPointer)(unsigned int);
void serverProcessReplacement(unsigned int timeDelta);

View file

@ -4,16 +4,24 @@
#include "stdafx.h"
#include <LinkerAPI.h>
#include <DXAPI\ScriptObject.h>
#include <ModLoader\ModLoader.h>
static std::tr1::unordered_set<ServerProcessPointer> sServerProcessResponders;
//! A vector of mod callables.
static std::vector<ModLoader::ModLoaderCallables*> sModCallables;
void serverProcessReplacement(unsigned int timeDelta)
{
unsigned int servertickaddr=0x602350;
unsigned int serverthisptr=0x9E5EC0;
for (auto it = sServerProcessResponders.begin(); it != sServerProcessResponders.end(); it++)
(*it)(timeDelta);
// Call the server process hook for all eligible mods
for (auto it = sModCallables.begin(); it != sModCallables.end(); it++)
{
ModLoader::ModLoaderCallables* currentCallables = *it;
if (currentCallables->mServerProcessPointer != NULL)
currentCallables->mServerProcessPointer(timeDelta);
}
__asm
{
@ -23,48 +31,92 @@ void serverProcessReplacement(unsigned int timeDelta)
}
return;
}
// Mod Loader Implementation
bool conUnloadLoadMod(Linker::SimObject *obj,S32 argc, const char* argv[])
{
const char* targetName = argv[1];
for (auto it = sModCallables.begin(); it != sModCallables.end(); it++)
{
ModLoader::ModLoaderCallables* currentMod = *it;
if (strcmp(currentMod->mGetManagementName(), targetName) == 0)
{
// Deinitialize the mod and remove it from the list.
if (currentMod->mDeinitializeModPointer != NULL)
currentMod->mDeinitializeModPointer();
sModCallables.erase(it);
return true;
}
}
// Something weird happened.
Con::errorf(0, "Failed to unload mod: '%s'.", targetName);
return false;
}
bool conLoadMod(Linker::SimObject *obj,S32 argc, const char* argv[])
{
typedef void (*LPMODINIT)(void);
HINSTANCE hDLL = NULL;
LPMODINIT lpInitMod = NULL;
HINSTANCE hDLL = NULL;
std::string raw = "mods\\";
raw += argv[1];
raw += ".dll";
std::string raw = "mods\\";
raw += argv[1];
raw += ".dll";
std::wstring modification(raw.begin(), raw.end());
std::wstring modification(raw.begin(), raw.end());
hDLL = LoadLibrary(modification.c_str());
if (hDLL == NULL)
hDLL = LoadLibrary(modification.c_str());
if (hDLL == NULL)
{
Con::errorf(0, "loadMod(): Failed to load DLL '%s'. Does it exist in GameData\\mods? (%u)", raw.c_str(), GetLastError());
return false; // The DLL doesn't exist
}
// Attempt to load supported loader information first
ModLoader::GetModLoaderVersionPointer getModLoaderVersion = (ModLoader::GetModLoaderVersionPointer)GetProcAddress(hDLL, "getModLoaderVersion");
if (getModLoaderVersion == NULL)
{
Con::errorf(0, "loadMod(): Failed to locate entry point 'getModLoaderVersion' in mod DLL '%s'. Is it a good mod DLL? (%u)", raw.c_str(), GetLastError());
return false; // Unable to load entry point
}
// Check if there's a server process responder in this DLL
ModLoader::GetModCallablesPointer getModCallables = (ModLoader::GetModCallablesPointer)GetProcAddress(hDLL, "getModCallables");
if (getModCallables == NULL)
{
Con::errorf(0, "loadMod(): Failed to locate entry point 'getModCallables' in mod DLL '%s'. Is it a good mod DLL? (%u)", raw.c_str(), GetLastError());
return false; // Unable to load entry point
}
unsigned int modLoaderVersion = getModLoaderVersion();
ModLoader::ModLoaderCallables* callables = getModCallables();
// Management name function must be provided
if (callables->mGetManagementName == NULL)
{
Con::errorf(0, "loadMod(): Loaded mod did not provide a management name. This is required.", raw.c_str(), GetLastError());
return false; // Unable to load entry point
}
const char* managementName = callables->mGetManagementName();
// Is the mod already loaded?
for (auto it = sModCallables.begin(); it != sModCallables.end(); it++)
{
ModLoader::ModLoaderCallables* currentMod = *it;
if (strcmp(currentMod->mGetManagementName(), managementName) == 0)
{
Con::errorf(0, "loadMod(): Failed to load DLL '%s'. Does it exist in GameData\\mods? (%u)", raw.c_str(), GetLastError());
return false; // The DLL doesn't exist
Con::errorf(0, "loadMod(): The mod is already loaded.", raw.c_str(), GetLastError());
return false;
}
lpInitMod = (LPMODINIT)GetProcAddress(hDLL, "ModInitialize"); // Attempt to load our entry point
}
if (lpInitMod == NULL)
{
Con::errorf(0, "loadMod(): Failed to locate entry point 'ModInitialize' in mod DLL '%s'. Is it a good mod DLL? (%u)", raw.c_str(), GetLastError());
return false; // Unable to load entry point
}
// FIXME: We should probably only run this once at init
Con::addMethodB(NULL, "unloadMod", &conUnloadLoadMod, "Unloads a C++ modification by name.", 2, 2);
lpInitMod();
Con::errorf(0, "loadMod(): Loaded and executed entry point code for mod DLL '%s'", raw.c_str());
if (callables->mInitializeModPointer != NULL)
callables->mInitializeModPointer();
// Check if there's a server process responder in this DLL
ServerProcessPointer serverProcess = (ServerProcessPointer)GetProcAddress(hDLL, "ServerProcess"); // Attempt to load our entry point
if (serverProcess != NULL)
{
sServerProcessResponders.insert(sServerProcessResponders.end(), serverProcess);
Con::errorf(0, "loadMod(): Added server process responder for mod");
}
return true;
sModCallables.push_back(callables);
return true;
}

View file

@ -7,6 +7,7 @@
#include <stdafx.h>
#include <LinkerAPI.h>
#include <DXAPI\DXAPI.h>
#include <modLoader.h>
#include <unordered_set>
@ -20,8 +21,22 @@ BOOL APIENTRY DllMain( HMODULE hModule,
{
return true;
}
const unsigned char moduroutine[] = {0x8B, 0x3D, 0xEC, 0x82, 0x9E, 0x00, 0x89, 0xF8, 0x8B, 0x14, 0x85, 0xFC, 0xA5, 0x88, 0x00, 0x83, 0xFA, 0x00, 0x74, 0x30, 0x8B, 0x3D, 0xEC, 0x82, 0x9E, 0x00, 0x89, 0xF8, 0x31, 0xD2, 0x89, 0xF8, 0x8B, 0x04, 0x85, 0x00, 0xA6, 0x88, 0x00, 0xF7, 0x34, 0xBD, 0xFC, 0xA5, 0x88, 0x00, 0xFF, 0x0D, 0xEC, 0x82, 0x9E, 0x00, 0x89, 0xF8, 0x89, 0x14, 0x85, 0xFC, 0xA5, 0x88, 0x00, 0xB8, 0xC7, 0xCE, 0x42, 0x00, 0xFF, 0xE0, 0xFF, 0x0D, 0xEC, 0x82, 0x9E, 0x00, 0xC7, 0x04, 0x85, 0xFC, 0xA5, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB8, 0xC7, 0xCE, 0x42, 0x00, 0xFF, 0xE0};
const unsigned char interpreterRoutine[] = {0x8B ,0x56 ,0x18 ,0x89 ,0x15 ,0x10 ,0xB7 ,0xA3 ,0x00 ,0x89 ,0x1D ,0x14 ,0xB7 ,0xA3 ,0x00 ,0x8B ,0x55 ,0x80 ,0x89 ,0xD0 ,0xBF ,0xD9 ,0xCE ,0x42 ,0x00 ,0x3D ,0x55 ,0x00 ,0x00 ,0x00 ,0xFF ,0xE7};
const unsigned char moduroutine[] = {
0x8B, 0x3D, 0xEC, 0x82, 0x9E, 0x00, 0x89, 0xF8, 0x8B, 0x14, 0x85, 0xFC,
0xA5, 0x88, 0x00, 0x83, 0xFA, 0x00, 0x74, 0x30, 0x8B, 0x3D, 0xEC, 0x82,
0x9E, 0x00, 0x89, 0xF8, 0x31, 0xD2, 0x89, 0xF8, 0x8B, 0x04, 0x85, 0x00,
0xA6, 0x88, 0x00, 0xF7, 0x34, 0xBD, 0xFC, 0xA5, 0x88, 0x00, 0xFF, 0x0D,
0xEC, 0x82, 0x9E, 0x00, 0x89, 0xF8, 0x89, 0x14, 0x85, 0xFC, 0xA5, 0x88,
0x00, 0xB8, 0xC7, 0xCE, 0x42, 0x00, 0xFF, 0xE0, 0xFF, 0x0D, 0xEC, 0x82,
0x9E, 0x00, 0xC7, 0x04, 0x85, 0xFC, 0xA5, 0x88, 0x00, 0x00, 0x00, 0x00,
0x00, 0xB8, 0xC7, 0xCE, 0x42, 0x00, 0xFF, 0xE0};
const unsigned char interpreterRoutine[] = {
0x8B, 0x56, 0x18, 0x89, 0x15, 0x10, 0xB7, 0xA3 ,0x00, 0x89, 0x1D, 0x14,
0xB7, 0xA3, 0x00, 0x8B, 0x55, 0x80, 0x89, 0xD0 ,0xBF, 0xD9, 0xCE, 0x42, 0x00,
0x3D, 0x55, 0x00, 0x00, 0x00, 0xFF, 0xE7};
const char* congetServPAddr(Linker::SimObject *obj, S32 argc, const char *argv[])
{
char test[256] = "";
@ -30,6 +45,7 @@ const char* congetServPAddr(Linker::SimObject *obj, S32 argc, const char *argv[]
sprintf(test2,"B8%08XFFD089EC5DC3",endian(spr));
return test2;
}
const char* congetModuAddr(Linker::SimObject *obj, S32 argc, const char *argv[])
{
char test[256] = "";
@ -38,6 +54,7 @@ const char* congetModuAddr(Linker::SimObject *obj, S32 argc, const char *argv[])
sprintf(test2,"B8%08XFFE0",endian(spr));
return test2;
}
const char* congetInterpreterAddr(Linker::SimObject *obj, S32 argc, const char *argv[])
{
char test[256] = "";
@ -63,6 +80,7 @@ class CImmDevice
Con::addVariable("$cpuspeed",TypeS32,reinterpret_cast<void*>(0x8477F8)); //1 - S32, this is so i can set my cpu speed to 31337 or osmething =P
Con::addVariable("$GameBase::showBoundingBox",TypeBool,reinterpret_cast<void*>(0x9ECF24));
DWORD oldprotect=0;
// Mod Loader Function
Con::addMethodB(NULL, "loadMod", &conLoadMod, "Loads a C++ modification.",2,2);
Con::addMethodS(NULL, "getServPAddr",&congetServPAddr,"Gets the memPatch data for ServerProcess",1,1);
@ -87,6 +105,9 @@ class CImmDevice
else
lpinitT2DLL(); // The function was loaded, call TribesNext and move on to postTN Startup
// Initialize all engine hooks
DX::initializeHooks();
return 0;
}