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/*
* Copyright © 2023 Willian Henrique <wsimanbrazil@yahoo.com.br>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include "con_.h"
#include "engineapi.h"
#include "ent.h"
#include "errmsg.h"
#include "feature.h"
#include "gamedata.h"
#include "gametype.h"
#include "intdefs.h"
#include "mem.h"
#include "x86.h"
#include "x86util.h"
FEATURE("Left 4 Dead 2 vote cooldown resetting")
REQUIRE_GAMEDATA(vtidx_Spawn)
static void **votecontroller = 0;
static int off_callerrecords = 0;
// Note: the vote callers vector contains these as elements. We don't currently
// do anything with the structure, but keeping it here for reference.
/*struct CallerRecord {
u32 steamid_trunc;
float last_time;
int votes_passed;
int votes_failed;
int last_issueidx;
bool last_passed;
};*/
DEF_CCMD_HERE_UNREG(sst_l4d2_vote_cooldown_reset,
"Reset vote cooldown for all players", CON_CHEAT) {
if (!*votecontroller) {
con_warn("vote controller not initialised\n");
return;
}
// Basically equivalent to CUtlVector::RemoveAll. The elements don't need
// to be destructed. This state is equivalent to when no one has voted yet
struct CUtlVector *recordvector = mem_offset(*votecontroller,
off_callerrecords);
recordvector->sz = 0;
}
PREINIT {
// note: L4D1 has sv_vote_creation_timer but it doesn't actually do anything
return GAMETYPE_MATCHES(L4D2) && !!con_findvar("sv_vote_creation_timer");
}
static inline bool find_votecontroller(con_cmdcbv1 listissues_cb) {
const uchar *insns = (const uchar *)listissues_cb;
#ifdef _WIN32
// The "listissues" command calls CVoteController::ListIssues, loading
// g_voteController into ECX
for (const uchar *p = insns; p - insns < 32;) {
if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
votecontroller = mem_loadptr(p + 2);
return true;
}
NEXT_INSN(p, "g_voteController variable");
}
#else
#warning TODO(linux): this will be different
#endif
return false;
}
// This finds the caller record vector using a pointer to the
// CVoteController::Spawn function
static inline bool find_votecallers(void *votectrlspawn) {
const uchar *insns = (const uchar *)votectrlspawn;
for (const uchar *p = insns; p - insns < 64;) {
// Unsure what the member on this offset actually is (the game seems to
// want it to be set to 0 to allow votes to happen), but the vector we
// want seems to consistently be 8 bytes after whatever this is
// "mov dword ptr [<reg> + off], 0", mod == 0b11
if (p[0] == X86_MOVMIW && (p[1] & 0xC0) == 0x80 &&
mem_load32(p + 6) == 0) {
off_callerrecords = mem_load32(p + 2) + 8;
return true;
}
NEXT_INSN(p, "vote caller record vector");
}
return false;
}
INIT {
struct con_cmd *cmd_listissues = con_findcmd("listissues");
if (!cmd_listissues) {
errmsg_errorx("couldn't find \"listissues\" command");
return false;
}
con_cmdcbv1 listissues_cb = con_getcmdcbv1(cmd_listissues);
if (!find_votecontroller(listissues_cb)) {
errmsg_errorx("couldn't find vote controller instance");
return false;
}
// g_voteController may have not been initialized yet so we get the vtable
// from the ent factory
const struct CEntityFactory *factory = ent_getfactory("vote_controller");
if (!factory) {
errmsg_errorx("couldn't find vote controller entity factory");
return false;
}
void **vtable = ent_findvtable(factory, "CVoteController");
if (!vtable) {
errmsg_errorx("couldn't find CVoteController vtable");
return false;
}
if (!find_votecallers(vtable[vtidx_Spawn])) {
errmsg_errorx("couldn't find vote callers vector offset");
return false;
}
con_reg(sst_l4d2_vote_cooldown_reset);
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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