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netvar.cpp
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#include "netvar.hpp"
using namespace std;
vector<netvar::class_t> g_classes;
netvar::class_t read_class(remote::Handle game, remote::MapModuleMemoryRegion client, netvar::ClientClass cls) {
netvar::class_t ret;
netvar::RecvTable table;
if(game.Read(cls.m_pRecvTable, &table, sizeof(table))) {
netvar::RecvProp* props = new netvar::RecvProp[table.m_nProps];
if(game.Read(table.m_pProps, props, sizeof(netvar::RecvProp) * table.m_nProps)) {
for(size_t i = 0; i < table.m_nProps; i++) {
char propName[256];
if(game.Read(props[i].m_pVarName, propName, 256)) {
netvar::prop_t p;
p.name = propName;
p.offset = (size_t) props[i].m_Offset;
ret.props.push_back(p);
}
}
}
delete[] props;
}
char networkName[256];
if(game.Read((void*) cls.m_pNetworkName, networkName, 256)) {
ret.name = networkName;
}
return ret;
}
bool netvar::Cache(remote::Handle game, remote::MapModuleMemoryRegion client) {
g_classes.clear();
// cout << "Address of thing: " << std::hex << client.start + 0x01492B30 << endl;
//09 84 8E D4 F5 01 00
//or [esi+ecx*4+1F5D4h], eax
//A1 30 2B 49 01
//mov eax, ds:g_pClientClassHead
//8B 4B 0C
//mov ecx, [ebx+0Ch]
//85 C0
//test eax, eax
void *codeOfClientClassHead = client.find(game,
"\x09\x84\x8E\x00\x00\x00\x00\xA1\x00\x00\x00\x00\x8B\x4B\x0C\x85\xC0",
"xxx????x????xxxxx");
if(codeOfClientClassHead == 0) {
cout << "Unable to find netvar pattern" << endl;
return false;
}
// cout << "codeOfClientClassHead: " << std::hex << codeOfClientClassHead << endl;
void* addressOfClientClassHead = NULL;
if(!game.Read(((char*) codeOfClientClassHead + 8), &addressOfClientClassHead, sizeof(void*))) {
cout << "Unable to read code address" << endl;
return false;
}
// cout << "addressOfClientClassHead: " << std::hex << addressOfClientClassHead << endl;
if(addressOfClientClassHead == 0) {
cout << "Error reading ClientClassHead address" << endl;
return false;
}
if(!game.Read(addressOfClientClassHead, &addressOfClientClassHead, sizeof(void*))) {
cout << "Error reading ClientClassHead x2" << endl;
return false;
}
ClientClass currentClass;
if(!game.Read(addressOfClientClassHead, ¤tClass, sizeof(ClientClass))) {
cout << "Error reading ClientClassHead" << endl;
return false;
}
//cout << "currentClass.m_pCreateFn: " << std::hex << (void*) currentClass.m_pCreateFn << endl;
//cout << "currentClass.m_pCreateEventFn: " << std::hex << (void*) currentClass.m_pCreateEventFn << endl;
//cout << "currentClass.m_pNetworkName: " << std::hex << (void*) currentClass.m_pNetworkName << endl;
//cout << "currentClass.m_pRecvTable: " << std::hex << currentClass.m_pRecvTable << endl;
//cout << "currentClass.m_pNext: " << std::hex << currentClass.m_pNext << endl;
//cout << "currentClass.m_ClassID: " << std::hex << currentClass.m_ClassID << endl;
while(currentClass.m_pNext) {
if(!currentClass.m_pNetworkName)
break;
netvar::class_t cls = read_class(game, client, currentClass);
if(cls.name.length() && cls.props.size() > 0) {
g_classes.push_back(cls);
}
if(!game.Read(currentClass.m_pNext, ¤tClass, sizeof(ClientClass))) {
break;
}
}
// cout << "Netvars done" << endl;
return (g_classes.size() > 0);
}
std::vector<netvar::class_t> netvar::GetAllClasses() {
return g_classes;
}
int netvar::GetOffset(std::string classname, std::string varname) {
for(size_t i = 0; i < g_classes.size(); i++) {
if(g_classes[i].name.compare(classname) != 0)
continue;
for(size_t p = 0; p < g_classes[i].props.size(); p++) {
if(g_classes[i].props[p].name.compare(varname) == 0) {
return g_classes[i].props[p].offset;
}
}
}
return -1;
}