From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- cheat/tf2/hooks.h | 50 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 cheat/tf2/hooks.h (limited to 'cheat/tf2/hooks.h') 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 + +#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 -- cgit v1.2.3