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 /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 'tf2/hooks.h')
| -rw-r--r-- | tf2/hooks.h | 50 |
1 files changed, 0 insertions, 50 deletions
diff --git a/tf2/hooks.h b/tf2/hooks.h deleted file mode 100644 index c34d71f..0000000 --- a/tf2/hooks.h +++ /dev/null @@ -1,50 +0,0 @@ -#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 |
