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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/hooks.h
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/hooks.h')
-rw-r--r--cheat/tf2/hooks.h50
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