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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/tf2/chams.cpp
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/tf2/chams.cpp')
-rw-r--r--cheat/tf2/chams.cpp321
1 files changed, 321 insertions, 0 deletions
diff --git a/cheat/tf2/chams.cpp b/cheat/tf2/chams.cpp
new file mode 100644
index 0000000..fc5c060
--- /dev/null
+++ b/cheat/tf2/chams.cpp
@@ -0,0 +1,321 @@
+#include "chams.h"
+#include "interfaces.h"
+#include "d3d.hpp"
+#include "ctx.hpp"
+#include "hooks.h"
+#include "settings.h"
+
+static auto chams_mat = xors_raw( (
+ R"("VertexLitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$model" "1"
+ "$envmap" "env_cubemap"
+ "$envmaptint" "[.3 .3 .3]"
+ "$envmapcontrast" ".4"
+ "$envmapsaturation" "1.0"
+ "$flat" "0"
+ "$nocull" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+ "$phong" "1"
+ "$phongexponent" "255.0"
+ "$normalmapalphaenvmask" "1"
+ "$phongboost" "6.0"
+ "$phongfresnelranges" "[0 0.5 1]"
+ "$BasemapAlphaPhongMask" "1"
+})"
+) );
+
+static auto chams_mat_shine = xors_raw( (
+ R"("VertexLitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$envmap" "env_cubemap"
+ "$envmaptint" "[.3 .3 .3]"
+ "$reflectivity" "[1.0 1.0 1.0]"
+ "$envmapcontrast" ".4"
+ "$envmapsaturation" "1.0"
+ "$model" "1"
+ "$flat" "0"
+ "$nocull" "1"
+ "$selfillum" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+})"
+) );
+
+static auto chams_mat_flat = xors_raw( (
+ R"("UnlitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$model" "1"
+ "$flat" "1"
+ "$nocull" "1"
+ "$selfillum" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+})"
+) );
+
+namespace features
+{
+ void c_materials::make_cham_buffer( char* buf, int len, int type ) {
+ switch( type ) {
+ case 1:
+ sprintf_s( buf, len - 1, chams_mat_flat.decrypt( ) );
+ break;
+ case 2:
+ sprintf_s( buf, len - 1, chams_mat_shine.decrypt( ) );
+ break;
+ default:
+ sprintf_s( buf, len - 1, chams_mat.decrypt( ) );
+ }
+ }
+
+ void c_material::init( const char* name, const char* buf ) {
+ m_keyvalues = new KeyValues( name );
+ m_keyvalues->LoadFromBuffer( name, buf );
+
+ // CreateMaterial already increments ref counter
+ m_mat = cl.m_mat_system( )->CreateMaterial( name, m_keyvalues );
+ }
+
+ void c_material::destroy( ) {
+ if( m_mat ) {
+ m_mat->DecrementReferenceCount( );
+ m_mat = nullptr;
+ }
+
+ if( m_keyvalues ) {
+ delete m_keyvalues;
+ m_keyvalues = nullptr;
+ }
+ }
+
+ void c_materials::force_material( IMaterial* mat, fclr_t clr ) {
+ if( !mat ) return;
+
+ float col[ ] = { clr.r( ), clr.g( ), clr.b( ) };
+ cl.m_render_view( )->SetBlend( clr.a( ) );
+ cl.m_render_view( )->SetColorModulation( col );
+
+ cl.m_model_render( )->ForcedMaterialOverride( mat );
+ }
+
+ void c_materials::initialize_materials( ) {
+ char buffer[ 1024 ];
+
+ make_cham_buffer( buffer, sizeof( buffer ), 0 );
+ m_chams.init( xors( "chamsmat" ), buffer );
+ memset( buffer, 0, 1024 );
+
+ make_cham_buffer( buffer, sizeof( buffer ), 1 );
+ m_chams_flat.init( xors( "chamsmat_flat" ), buffer );
+ memset( buffer, 0, 1024 );
+ m_initialized = true;
+ }
+
+ void c_materials::destroy_materials( ) {
+ m_initialized = false;
+
+ m_chams.destroy( );
+ m_chams_flat.destroy( );
+ }
+
+ void c_materials::update_materials( ) {
+ if( !m_initialized ) return;
+ if( m_chams.m_mat->m_ref_count <= 0 ) return;
+
+ static float last_reflectivity{ };
+ static float last_shine{ };
+ static KeyValues* reflectivity;
+ static KeyValues* shine;
+
+ if( !reflectivity ) {
+ for( auto it = m_chams.m_keyvalues->m_pSub; !!it; it = it->m_pPeer ) {
+ if( it->m_iDataType != 1 ) continue;
+ if( strstr( it->m_sValue, xors( "[.3 .3 .3]" ) ) ) {
+ reflectivity = it;
+ }
+ }
+ }
+
+ if( !shine ) {
+ for( auto it = m_chams.m_keyvalues->m_pSub; !!it; it = it->m_pPeer ) {
+ if( it->m_flValue == 6.0f )
+ shine = it;
+ }
+ }
+
+ if( reflectivity ) {
+ if( last_reflectivity != g_settings.visuals.chams.reflectivity( ) ) {
+ char buf[ 32 ];
+ sprintf_s< 32 >( buf, xors( "[%1.1f %1.1f %1.1f]" ),
+ g_settings.visuals.chams.reflectivity( ),
+ g_settings.visuals.chams.reflectivity( ),
+ g_settings.visuals.chams.reflectivity( ) );
+
+ strcpy( reflectivity->m_sValue, buf );
+ m_chams.m_mat->Refresh( );
+ }
+ last_reflectivity = g_settings.visuals.chams.reflectivity( );
+ }
+
+ if( shine ) {
+ if( last_shine != g_settings.visuals.chams.shine( ) ) {
+ shine->m_flValue = g_settings.visuals.chams.shine( ) * 100.f;
+ m_chams.m_mat->Refresh( );
+ }
+ last_shine = g_settings.visuals.chams.shine( );
+ }
+ }
+
+ void c_chams::d3d_render_chams( c_base_player* ent, int type, int v_index, uint32_t min_index, uint32_t num_vert, uint32_t start_index, uint32_t prim_count ) {
+ static auto d3d_draw = cl.m_d3d->get_old_function< decltype( &hooks::d3d::draw ) >( 82 );
+
+ int team = ent->m_iTeamNum( );
+ clr_t visible_col = team == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.chams.color_visible_friendly( ) : g_settings.visuals.chams.color_visible_enemy( );
+ clr_t hidden_col = team == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.chams.color_hidden_friendly( ) : g_settings.visuals.chams.color_hidden_enemy( );
+
+ if( team == g_ctx.m_local->m_iTeamNum( ) && !g_settings.visuals.chams.friendlies )
+ return;
+
+ fclr_t fcol_vis = visible_col.to_fclr( );
+ float value_vis[ 4 ] = { fcol_vis.r( ), fcol_vis.g( ), fcol_vis.b( ), fcol_vis.a( ) };
+
+ fclr_t fcol_hid = hidden_col.to_fclr( );
+ float value_hid[ 4 ] = { fcol_hid.r( ), fcol_hid.g( ), fcol_hid.b( ), fcol_hid.a( ) };
+
+ float def[ 4 ] = { 1.f, 1.f, 1.f, 1.f };
+
+ IDirect3DBaseTexture9* prev_texture;
+ IDirect3DSurface9* prev_surface;
+ ulong_t z_enable;
+
+ g_d3d.get_device( )->GetTexture( 0, &prev_texture );
+ g_d3d.get_device( )->GetRenderTarget( 0, &prev_surface );
+ g_d3d.get_device( )->GetRenderState( D3DRS_ZENABLE, &z_enable );
+
+ auto hr = g_d3d.get_device( )->SetRenderTarget( 0, g_d3d.m_surface );
+
+ //printf( "hr: %08x\n", hr );
+
+ if( g_settings.visuals.chams.ignore_z ) {
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, false );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, value_hid, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, value_hid, 1 );
+ //g_d3d.get_device( )->SetTexture( 0, nullptr );
+ d3d_draw( g_d3d.get_device( ), ( D3DPRIMITIVETYPE )type, v_index, min_index, num_vert, start_index, prim_count );
+ }
+
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, z_enable );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, value_hid, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, value_vis, 1 );
+ //g_d3d.get_device( )->SetTexture( 0, nullptr );
+
+ d3d_draw( g_d3d.get_device( ), ( D3DPRIMITIVETYPE )type, v_index, min_index, num_vert, start_index, prim_count );
+
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, def, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, def, 1 );
+ g_d3d.get_device( )->SetRenderTarget( 0, prev_surface );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, z_enable );
+
+ g_d3d.get_device( )->SetTexture( 0, prev_texture );
+
+ if( prev_texture )
+ prev_texture->Release( );
+
+ if( prev_surface )
+ prev_surface->Release( );
+ }
+
+ void c_chams::d3d_render_textures( ) {
+ if( !g_d3d.m_sil_txt )
+ return;
+
+ IDirect3DSurface9* backbuffer;
+ D3DSURFACE_DESC desc;
+
+ g_d3d.get_device( )->GetRenderTarget( 0, &backbuffer );
+ backbuffer->GetDesc( &desc );
+ //backbuffer->Release( );
+
+ struct tex_vertex {
+ float x, y, z, r, h, w;
+ };
+
+ tex_vertex v[ ] = {
+ { 0.f, 0.f, 0.f, 1.0f, 0.f, 0.f },
+ { ( float )desc.Width, 0.f, 0.f, 1.0f, 1.0f, 0.f },
+ { 0.f, ( float )desc.Height, 0.f, 1.0f, 0.0f, 1.0f },
+ { ( float )desc.Width, ( float )desc.Height, 0.f, 1.0f, 1.0f, 1.0f }
+ };
+
+ void* p;
+
+ g_d3d.m_buffer->Lock( 0, 0, &p, 0 );
+ memcpy( p, v, sizeof( v ) );
+ g_d3d.m_buffer->Unlock( );
+
+ void* pixel_shader;
+ void* texture;
+ void* stream_src;
+ uint32_t stride;
+ uint32_t offset;
+ ulong_t fvf;
+ ulong_t dest_blend;
+ ulong_t alpha_blend;
+
+ g_d3d.get_device( )->GetPixelShader( ( IDirect3DPixelShader9** )&pixel_shader );
+ g_d3d.get_device( )->GetTexture( 0, ( IDirect3DBaseTexture9** )&texture );
+ g_d3d.get_device( )->GetStreamSource( 0, ( IDirect3DVertexBuffer9** )&stream_src, &offset, &stride );
+ g_d3d.get_device( )->GetFVF( &fvf );
+ g_d3d.get_device( )->GetRenderState( D3DRS_DESTBLEND, &dest_blend );
+ g_d3d.get_device( )->GetRenderState( D3DRS_ALPHABLENDENABLE, &alpha_blend );
+
+ g_d3d.get_device( )->SetRenderTarget( 0, g_d3d.m_surface );
+ g_d3d.get_device( )->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
+ g_d3d.get_device( )->SetPixelShader( nullptr );
+ g_d3d.get_device( )->SetTexture( 0, g_d3d.m_sil_txt );
+ g_d3d.get_device( )->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
+
+ g_d3d.get_device( )->SetStreamSource( 0, g_d3d.m_buffer, 0, sizeof( tex_vertex ) );
+ g_d3d.get_device( )->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
+
+ //D3DXSaveSurfaceToFileA( "backbuffer_1.bmp", D3DXIFF_BMP, backbuffer, 0, 0 );
+ //D3DXSaveSurfaceToFileA( "backbuffer_2.bmp", D3DXIFF_BMP, g_d3d.m_surface, 0, 0 );
+
+
+ D3DRECT bar_rect{ };
+ D3DCOLOR col{ };
+
+ bar_rect.x1 = 0;
+ bar_rect.y1 = 0;
+ bar_rect.x2 = desc.Width;
+ bar_rect.y2 = desc.Height;
+
+ g_d3d.get_device( )->SetPixelShader( ( IDirect3DPixelShader9* )pixel_shader );
+ g_d3d.get_device( )->SetTexture( 0, ( IDirect3DTexture9* )texture );
+ g_d3d.get_device( )->SetRenderState( D3DRS_DESTBLEND, dest_blend );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ALPHABLENDENABLE, alpha_blend );
+ g_d3d.get_device( )->SetStreamSource( 0, ( IDirect3DVertexBuffer9* )stream_src, offset, stride );
+ g_d3d.get_device( )->SetFVF( fvf );
+
+ //g_d3d.get_device( )->Clear( 1, &bar_rect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, col, 0, 0 );
+ g_d3d.get_device( )->SetRenderTarget( 0, backbuffer );
+ backbuffer->Release( );
+
+
+ }
+} \ No newline at end of file