diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/tf2/hooks.h | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (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/hooks.h')
| -rw-r--r-- | cheat/tf2/hooks.h | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/cheat/tf2/hooks.h b/cheat/tf2/hooks.h new file mode 100644 index 0000000..c34d71f --- /dev/null +++ b/cheat/tf2/hooks.h @@ -0,0 +1,50 @@ +#pragma once
+#include <windows.h>
+
+#include "util.hpp"
+#include "d3d.hpp"
+#include "interfaces.h"
+#include "netvar_proxy.hpp"
+
+namespace hooks
+{
+ //hook like the hooker that u are
+
+ void __fastcall paint( void* ecx_, void* edx_, int mode );
+ long __stdcall window_procedure( HWND, uint32_t, uint32_t, long );
+ extern decltype( &window_procedure ) window_procedure_o;
+ void __fastcall process_movement( void*, void*, c_base_player*, CMoveData* );
+ void __fastcall paint_traverse( void*, void*, unsigned int, bool, bool );
+ bool __fastcall create_move( void*, void*, float, user_cmd_t* );
+ void __stdcall hl_create_move_gate( int sequence_number, float input_sample_time, bool active );
+ void __fastcall hl_create_move( void*, void*, int, float, bool, byte& );
+ void __fastcall frame_stage_notify( void*, void*, frame_stages_t );
+ void __fastcall override_mouse_input( void*, void*, float*, float* );
+ void __fastcall draw_model_execute( IVModelInfo*, void*, void*, const DrawModelState_t&, const ModelRenderInfo_t&, matrix3x4* );
+ void __fastcall scene_end( void*, void* );
+ float __fastcall get_viewmodel_fov( void*, void* );
+ void __fastcall override_view( void* ecx_, void* edx_, CViewSetup* setup );
+ void __fastcall emit_sound( void* ecx_, void* edx_, void* filter, int ent, int channel, const char* sound, uint32_t hash,
+ const char* sample, float volume, float attenuation, int seed, int flags, int pitch, const vec3_t* origin,
+ const vec3_t* direction, vec3_t* origins, bool update_pos, float sound_time, int speaker_entry );
+ void __fastcall shut_down( void* ecx_, void* edx_ );
+
+ bool __fastcall is_connected( void* ecx_, void* edx_ );
+
+ bool __fastcall in_prediction( void* ecx_, void* edx_ );
+ int __fastcall send_datagram( INetChannel* channel, void* edx, void* datagram );
+ bool __fastcall do_post_screen_space_effects( void* ecx_, void* edx_, CViewSetup* setup );
+ void __fastcall on_screen_size_changed( void* ecx_, void* edx_, int old_h, int old_w );
+
+
+
+ //do we wanna only run menu in d3d or visuals too?
+ namespace d3d {
+ long __stdcall end_scene( IDirect3DDevice9* );
+ long __stdcall reset( IDirect3DDevice9*, D3DPRESENT_PARAMETERS* );
+ long __stdcall present( IDirect3DDevice9*, RECT*, RECT*, HWND, RGNDATA* );
+ long __stdcall draw( IDirect3DDevice9*, D3DPRIMITIVETYPE, int, uint32_t, uint32_t, uint32_t, uint32_t );
+ }
+
+ extern bool commit( tf2::client* );
+}
\ No newline at end of file |
