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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/gmod/vmt.hpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/gmod/vmt.hpp')
-rw-r--r--cheat/gmod/vmt.hpp94
1 files changed, 94 insertions, 0 deletions
diff --git a/cheat/gmod/vmt.hpp b/cheat/gmod/vmt.hpp
new file mode 100644
index 0000000..0665e17
--- /dev/null
+++ b/cheat/gmod/vmt.hpp
@@ -0,0 +1,94 @@
+#pragma once
+#include <vector>
+#include "util.hpp"
+
+// todo - dex; rewrite this, VirtualQuery (except for custom codeptr / readptr) and VirtualProtect shouldnt be used
+// and we need to copy rtti over too or stuff will break later on
+
+// correct me if im wrong, but the vtable isnt replaced, instead the original is edited during hooking, rtti should be intact and accessable by game
+// class could definetly do with a rewrite tho!
+
+// ^ you're corrct, but changing page rights and replacing ptrs direclty in rdata (or usually the heap, since thats where vmts go) is not a safe solution
+// copying table + aligning it to compensate for rtti is safer
+// vac loves scanning memory regions but it doesnt really do much outside of game servers (only loads some shit for checking DEP and stuff)
+
+// trash
+
+//llama is a fucking nigger
+//true
+
+namespace hooks
+{
+ class c_vmt {
+ uintptr_t* m_table;
+ uintptr_t* m_original;
+ std::vector< uintptr_t > m_new;
+ public:
+ int count( ) {
+ int vfunc_count{ };
+
+ while ( m_original[ vfunc_count ] ) {
+ vfunc_count++;
+ };
+
+ return vfunc_count;
+ }
+
+ c_vmt( void* table ) {
+ if ( !table ) {
+ return;
+ }
+
+ this->m_table = reinterpret_cast< uintptr_t* >( table );
+ this->m_original = *reinterpret_cast< uintptr_t** >( this->m_table );
+
+ for ( int i = -1; i < this->count( ); ++i ) {
+ this->m_new.push_back( this->m_original[ i ] );
+ }
+
+ auto data = this->m_new.data( );
+ *this->m_table = uintptr_t( &data[ 1 ] );
+ }
+
+ ~c_vmt( ) { }
+
+ template< typename T = uintptr_t > T get_function( int index ) {
+ return( ( T )( this->m_new.at( index + 1 ) ) );
+ }
+
+ template< typename T = uintptr_t > T get_old_function( int index ) {
+ return( ( T )( this->m_original[ index ] ) );
+ }
+
+ void hook( int index, uintptr_t new_func ) {
+ this->m_new.at( index + 1 ) = new_func;
+ }
+
+ void unhook( int index ) {
+ this->m_new.at( index + 1 ) = this->m_original[ index ];
+ }
+
+ void hook( int index, void* new_func ) {
+ hook( index, reinterpret_cast< uintptr_t >( new_func ) );
+ }
+
+ void restore( ) const {
+ *this->m_table = uintptr_t( m_original );
+ }
+
+ static void* hook_method( void* instance, int index, void* function ) {
+ // edits the vtable itself
+ // i cannot be bothered re-hooking stuff on every instance creation
+ // so this should fix this problem, (should be fine on gmod cuz no AC)
+ void** vfunc = *( void*** )instance + index;
+ void* oldvf = *vfunc;
+
+ unsigned long prot;
+ ::VirtualProtect( vfunc, 4, 0x40, &prot );
+ *vfunc = function;
+ ::VirtualProtect( vfunc, 4, prot, &prot );
+
+ return oldvf;
+ }
+ };
+} \ No newline at end of file