-
Notifications
You must be signed in to change notification settings - Fork 2
/
dllmain.cpp
1119 lines (782 loc) · 39.3 KB
/
dllmain.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
//#include <windows.h>
//? atm the order and includs in this file is important to be able to build, we need to sanatis
//#include "stdafx.h"
#include "dllmain.h"
//! proxy gen:
#pragma region Proxy
struct msimg32_dll {
HMODULE dll;
FARPROC oAlphaBlend;
FARPROC oDllInitialize;
FARPROC oGradientFill;
FARPROC oTransparentBlt;
FARPROC ovSetDdrawflag;
} msimg32;
extern "C" {
FARPROC PA = 0;
int runASM();
void fAlphaBlend() { PA = msimg32.oAlphaBlend; runASM(); }
void fDllInitialize() { PA = msimg32.oDllInitialize; runASM(); }
void fGradientFill() { PA = msimg32.oGradientFill; runASM(); }
void fTransparentBlt() { PA = msimg32.oTransparentBlt; runASM(); }
void fvSetDdrawflag() { PA = msimg32.ovSetDdrawflag; runASM(); }
}
void setupFunctions() {
msimg32.oAlphaBlend = GetProcAddress(msimg32.dll, "AlphaBlend");
msimg32.oDllInitialize = GetProcAddress(msimg32.dll, "DllInitialize");
msimg32.oGradientFill = GetProcAddress(msimg32.dll, "GradientFill");
msimg32.oTransparentBlt = GetProcAddress(msimg32.dll, "TransparentBlt");
msimg32.ovSetDdrawflag = GetProcAddress(msimg32.dll, "vSetDdrawflag");
}
#pragma endregion
void DisableWndProcHook(HWND hwnd) {
SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)pOriginalWndProc);
}
bool IsExpectedExecutable(const std::wstring& expectedFilename) {
// Get the filename of the current process
wchar_t filename[MAX_PATH];
GetModuleFileNameW(nullptr, filename, MAX_PATH);
// Compare the filename against the expected filename
std::wstring currentFilename = filename;
if (currentFilename.find(expectedFilename) != std::wstring::npos) {
return true; // Current executable matches the expected one
}
else {
return false; // Current executable does not match the expected one
}
}
bool isDoomEternalCaller() {
std::wstring expectedFilename = L"DOOMEternalx64vk.exe";
if (!IsExpectedExecutable(expectedFilename)) {
return false;
}
return true;
/*else {
MessageBox(nullptr, L"OK found DOOMEternalx64vk.exe.", L"Error", MB_OK | MB_ICONERROR);
}*/
}
bool findGameWindow(std::string windowClassName) {
//HWND hWindow = NULL;
uint64_t waitStartMs = K_Utils::EpochMillis();
uint64_t timeoutMs = 60000;
logInfo("findGameWindow: searching for window Class Name: %s ... (timeout set to %I64u milliseconds)", windowClassName.c_str(), timeoutMs);
while (g_game_hWindow == NULL)
{
g_game_hWindow = FindWindowA(windowClassName.c_str(), NULL);
Sleep(20);
if ((K_Utils::EpochMillis() - waitStartMs) > timeoutMs) {
logErr("findGameWindow: ERROR: timeout reached !");
break;
}
}
if (g_game_hWindow == NULL) {
logErr("findGameWindow: failed to find window Class Name: %s (g_game_hWindow is now set to NULL)", windowClassName.c_str());
return false;
}
char windowTitle[256]; // Buffer to store the window title
GetWindowTextA(g_game_hWindow, windowTitle, sizeof(windowTitle)); // Retrieve the window title
logInfo("findGameWindow: Successfully found Window with Class name: %s, Window Title: %s g_game_hWindow: %p", windowClassName.c_str(), windowTitle, g_game_hWindow);
//gameStateManager::acquireGameWindowHandle(g_game_hWindow);
return true;
}
//std::string getGameDirectoryPath(const char* moduleName) {
// HMODULE hModules[1024];
// DWORD cbNeeded;
//
// // Get the list of module handles in the process
// if (EnumProcessModules(GetCurrentProcess(), hModules, sizeof(hModules), &cbNeeded)) {
// for (unsigned int i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
// char szModule[MAX_PATH];
//
// // Get the module file name
// if (GetModuleFileNameExA(GetCurrentProcess(), hModules[i], szModule, sizeof(szModule) / sizeof(char))) {
// // Check if the module name matches the target module
// if (strstr(szModule, moduleName) != nullptr) {
// // Extract the directory from the full path
// std::string fullPath(szModule);
// std::size_t found = fullPath.find_last_of("\\/");
// std::string directoryStr = fullPath.substr(0, found);
//
// // Append the INI filename to the directory
// //std::string iniPath = directory + "\\BlackListFovMod.ini";
// //m_iniFilePath = directory + "\\BlackListFovMod.ini";
//
// logInfo("getGameDirectoryPath: found path for %s : %s directory is: %s", moduleName, szModule, directoryStr.c_str());
// //logInfo("acquireGameDirectoryPath: returning: %s ", directoryStr.c_str());
//
// return directoryStr; // Stop searching after finding the module
// }
// }
// }
// }
// logErr("getGameDirectoryPath: Failed to find game file: %s returning empty string", moduleName);
// return std::string();
//
//}
void initImguiV2() {
static bool isFirsTimeUseImguiCheck = true;
if (!modSettings::getIsUseImgui()) {
if (isFirsTimeUseImguiCheck) {
logWarn("");
logWarn("!!! user has disabled imgui in the json file, the mod menu, custom hud/crosshair will be disabled !!!!");
logWarn("!!! user has disabled imgui in the json file, the mod menu, custom hud/crosshair will be disabled !!!!");
logWarn("!!! user has disabled imgui in the json file, the mod menu, custom hud/crosshair will be disabled !!!!");
logWarn("");
}
isFirsTimeUseImguiCheck = false;
return;
}
if (!ImGuiManager::isInitFlag()) return;
if (ImGuiManager::isPreviousInitAttempt()) return;
logInfo("initImguiV2: init process started..");
U::SetRenderingBackend(VULKAN); //? i just moved this here, it should still work but if issue, check it.
logInfo("ImGui Rendering backend: %s\n", U::RenderingBackendToStr());
MinHookManager::setInitializeStatus(MH_Initialize());
if (!(MinHookManager::getInitializeStatus() == MH_OK || MinHookManager::getInitializeStatus() == MH_ERROR_ALREADY_INITIALIZED)) {
auto statusStr = MH_StatusToString(MinHookManager::getInitializeStatus());
logErr("initImguiV2: Failed to initialize MinHook. minhook status is: %s the mod will not work as it should please report to mod author with a log file.\n", statusStr);
}
else {
logInfo("initImguiV2: calling H::Init()");
H::Init();
}
ImGuiManager::setInitAttempt();
}
void modInit() {
static bool isFirstTimeInit = true;
//! init only once.
if (!isFirstTimeInit) return;
logInfo("modInit called");
//MaterialLib::init();
//! not setting font here not only because for some reason in the log: ERR| set: m_monoSpaceFontAddr is bad ptr can not set font but also because we don't need it as we just use the default font anyway, until may be someday we decide to implement stats. Update found a better way to get monoSpaceFontAddr check the func.
//! Update: not sure we need this anymore, at least atm.
idFontManager::init();
//! ensuring we can draw icons on the game's hud
idCmd::forceDebug_hud_string();
//! making sure user can use the mouse if a previous session with a crash when in mod menu happened.
idCmd::SetInMouseEnabled(true);
//! create default weapons for vec
WeaponSettings::initWeapons();
modSettings::apply();
//! get all the idDeclUIColor from all color profiles so we can restore original colors of the hud
//idDeclUIColorManager::acquireDefaultColors();
//! attempting to overwrite controller static bind strings only once and only when not in game and once menu is levelLoaded.
if (modSettings::getIsUseDedicatedNadeKeys()) {
if (!bindLabelChanger.isControllerStaticStringsOverwriteAttempt()) {
//if (EpochMillis() - lastStringOverwriteAttempMs > 1000 && GameStateChecker::isMainMenuLoaded()) {
//mem.overwriteBindStrings(); //! will only try to overwrite if not already overwritten
//stringChanger.overwriteBindStrings();
bindLabelChanger.overwriteControllerLabels(lang.getLocalizedBindStringData());
//lastStringOverwriteAttempMs = EpochMillis();
}
}
logInfo("current Game build Version is: %s (this mod version was designed for game build version: %s)", GameVersionInfoManager::getBuildVersionStr().c_str(), GameVersionInfoManager::getExpectedBuildVersionStr().c_str());
/*if (GameVersionInfoManager::isNewGameUpdateReleased()) {
logWarn("This version of the game: %s is different than the version the mod was made for: %s, mod 'may' not work as attended or not work at all.", GameVersionInfoManager::getBuildVersionStr().c_str(), GameVersionInfoManager::getExpectedBuildVersionStr().c_str());
}
else {
logInfo("Game build Version is the one this mod was designed for: %s", GameVersionInfoManager::getBuildVersionStr().c_str());
}*/
if (!Config::isDevMode() && !Config::isDebugMode()) {
Config::setLoggerLevel(LogVerbose::Warn); //! set logging level to warning if nexus release to prevent clutering of log file.
}
isFirstTimeInit = false;
}
//! new version
bool InitializeHooks() {
if (MinHookManager::getInitializeStatus() != MH_OK) {
std::string MH_StatusStr = MH_StatusToString(MinHookManager::getInitializeStatus());
logInfo("InitializeHooks: MH_StatusStr is %s calling MH_Initialize()", MH_StatusStr.c_str());
MinHookManager::setInitializeStatus(MH_Initialize());
}
if (MinHookManager::getInitializeStatus() != MH_OK)
{
std::string MH_StatusStr = MH_StatusToString(MinHookManager::getInitializeStatus());
logErr("Failed to initialize MinHook. minhook status is: %s \n", MH_StatusStr.c_str());
return false;
}
else {
logInfo("InitializeHooks: minhook status is: MH_OK ");
}
//pgetFovTargetValMBTarget = reinterpret_cast<getFovTargetValMB>(MinHookManager::GetGetFovTargetValAddr());
pgetFovTargetValMBTarget = reinterpret_cast<getFovTargetValMB>(Scanner::SetGetFovTargetValAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pgetFovTargetValMBTarget), &getFovTargetValMB_Hook, reinterpret_cast<void**>(&pgetFovTargetValMB)) != MH_OK) {
logErr("failed to create pgetFovTargetValMBTarget");
return false;
}
pSelectWeaponForSelectionGroupTarget = reinterpret_cast<SelectWeaponForSelectionGroup>(Scanner::IdPlayerSelectWeaponForSelectionGroupAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pSelectWeaponForSelectionGroupTarget), &SelectWeaponForSelectionGroupHook, reinterpret_cast<void**>(&pSelectWeaponForSelectionGroup)) != MH_OK) {
logErr("failed to create pSelectWeaponForSelectionGroupTarget");
return false;
}
pisKeyPressedTarget = reinterpret_cast<isKeyPressed>(Scanner::GetIsKeyPressedAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pisKeyPressedTarget), &isKeyPressedHook, reinterpret_cast<void**>(&pisKeyPressed)) != MH_OK) {
logErr("failed to create pisKeyPressedTarget");
return false;
}
pidMenu_UpdateTarget = reinterpret_cast<idMenu_Update>(Scanner::GetIdMenuUpdateAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pidMenu_UpdateTarget), &idMenu_UpdateHook, reinterpret_cast<void**>(&pidMenu_Update)) != MH_OK) {
logErr("failed to create pidMenu_UpdateTarget");
return false;
}
//! commented out for sandbox debug
pBindsStrSetTarget = reinterpret_cast<BindsStrSet>(Scanner::GetPBindsStrSetAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pBindsStrSetTarget), &BindsStrSetHook, reinterpret_cast<void**>(&pBindsStrSet)) != MH_OK) {
logErr("failed to create pBindsStrSetTarget");
return false;
}
//! commented out for sandbox debug
pidHUD_Reticle_SetActiveReticleTarget = reinterpret_cast<idHUD_Reticle_SetActiveReticle>(Scanner::GetSetActiveReticleAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pidHUD_Reticle_SetActiveReticleTarget), &idHUD_Reticle_SetActiveReticleHook, reinterpret_cast<void**>(&pidHUD_Reticle_SetActiveReticle)) != MH_OK) {
logErr("failed to create pidHUD_Reticle_SetActiveReticleTarget");
return false;
}
//! commented out for sandbox debug
pconvertIdDeclUIColorToidColorTarget = reinterpret_cast<convertIdDeclUIColorToidColor>(Scanner::GetConvertIdDeclUIColorToIdColorTargetAddr);
if (MH_CreateHook(reinterpret_cast<void**>(pconvertIdDeclUIColorToidColorTarget), &convertIdDeclUIColorToidColorHook, reinterpret_cast<void**>(&pconvertIdDeclUIColorToidColor)) != MH_OK) {
logErr("failed to create pconvertIdDeclUIColorToidColorTarget");
return false;
}
////! commented out for sandbox debug
psetSpriteInstanceColorTarget = reinterpret_cast<setSpriteInstanceColor>(Scanner::SetSpriteInstanceAddr);
if (MH_CreateHook(reinterpret_cast<void**>(psetSpriteInstanceColorTarget), &setSpriteInstanceColorHook, reinterpret_cast<void**>(&psetSpriteInstanceColor)) != MH_OK) {
logErr("failed to create psetSpriteInstanceColorTarget");
return false;
}
//! commented out for sandbox debug
pPrintOutlinedStringMB_target = reinterpret_cast<printOutlinedStringMB_func>(Scanner::PrintOutlinedStringMBFuncAddr);
//pPrintOutlinedStringMB_target = reinterpret_cast<printOutlinedStringMB_func>(MemHelper::getFuncAddr(0x4CAD00));
if (MH_CreateHook(reinterpret_cast<void**>(pPrintOutlinedStringMB_target), &printOutlinedStringMB_hook, reinterpret_cast<void**>(&pPrintOutlinedStringMB)) != MH_OK) {
logErr("failed to create pPrintOutlinedStringMB_target");
return false;
}
//! commented out for sandbox debug
p_idHUDMenu_CurrencyConfirmation_t_Target = reinterpret_cast<idHUDMenu_CurrencyConfirmation_t>(Scanner::IdHUDMenu_CurrencyConfirmationSmthFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_idHUDMenu_CurrencyConfirmation_t_Target), &idHUDMenu_CurrencyConfirmation_t_Hook, reinterpret_cast<void**>(&p_idHUDMenu_CurrencyConfirmation_t)) != MH_OK) {
logErr("Failed to create p_idHUDMenu_CurrencyConfirmation_t_Target hook.");
return false;
}
//! commented out for sandbox debug
p_StartSync_t_Target = reinterpret_cast<StartSync_t>(Scanner::StartSyncFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_StartSync_t_Target), &StartSync_t_Hook, reinterpret_cast<void**>(&p_StartSync_t)) != MH_OK) {
logErr("Failed to create p_StartSync_t_Target hook.");
return false;
}
//! commented out for sandbox debug
p_idPlayerFovLerp_Target = reinterpret_cast<idPlayerFovLerp_t>(Scanner::IdPlayerFovLerpFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_idPlayerFovLerp_Target), &idPlayerFovLerp_Hook, reinterpret_cast<void**>(&p_idPlayerFovLerp)) != MH_OK) {
logErr("Failed to create p_idPlayerFovLerp_Target hook.");
return false;
}
//! commented out for sandbox debug
p_syncEnd_Target = reinterpret_cast<syncEnd_t>(Scanner::SyncEndFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_syncEnd_Target), &syncEnd_Hook, reinterpret_cast<void**>(&p_syncEnd)) != MH_OK) {
logErr("Failed to create p_syncEnd_Target hook.");
return false;
}
//! commented out for sandbox debug
p_RenderSprite_Target = reinterpret_cast<RenderSprite_t>(Scanner::RenderSpriteFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_RenderSprite_Target), &RenderSprite_Hook, reinterpret_cast<void**>(&p_RenderSprite_Original)) != MH_OK) {
logErr("Failed to create RenderSprite hook.");
return false;
}
//! commented out for sandbox debug
p_idUsercmdGenLocalSendBtnPressMB_t_Target = reinterpret_cast<idUsercmdGenLocalSendBtnPressMB_t>(Scanner::IdUsercmdGenLocalSendBtnPressFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(p_idUsercmdGenLocalSendBtnPressMB_t_Target), &idUsercmdGenLocalSendBtnPressMB_Hook, reinterpret_cast<void**>(&p_idUsercmdGenLocalSendBtnPressMB_t)) != MH_OK) {
logErr("Failed to create idUsercmdGenLocalSendBtnPressMB_t_Target hook.");
return false;
}
if ((Config::isDevMode()) && Config::isLogIdConsoleToFile()) {
pIdLib_PrintfTarget = reinterpret_cast<IdLib_Printf>(Scanner::ConsoleLogFuncAdd);
if (MH_CreateHook(reinterpret_cast<void**>(pIdLib_PrintfTarget), &IdLib_PrintfHook, reinterpret_cast<void**>(&pIdLib_Printf)) != MH_OK) {
logErr("Failed to create pIdLib_Printf hook.");
return false;
}
}
//? keep thoses we never know:
/*p_idSyncEntity_HandleEvents_t_Target = reinterpret_cast<idSyncEntity_HandleEvents_t>(MemHelper::getFuncAddr(0x21925A0));
if (MH_CreateHook(reinterpret_cast<void**>(p_idSyncEntity_HandleEvents_t_Target), &idSyncEntity_HandleEvents_t_Hook, reinterpret_cast<void**>(&p_idSyncEntity_HandleEvents_t)) != MH_OK) {
logErr("Failed to create p_idSyncEntity_HandleEvents_t_Target hook.");
return false;
}*/
/*p_idHands_handleEvents_t_Target = reinterpret_cast<idHands_handleEvents_t>(MemHelper::getFuncAddr(0x21B7FC0));
if (MH_CreateHook(reinterpret_cast<void**>(p_idHands_handleEvents_t_Target), &idHands_handleEvents_t_Hook, reinterpret_cast<void**>(&p_idHands_handleEvents_t)) != MH_OK) {
logErr("Failed to create p_idHands_handleEvents_t_Target hook.");
return false;
}*/
pOriginalWndProc = (WNDPROC)SetWindowLongPtr(g_game_hWindow, GWLP_WNDPROC, (LONG_PTR)&HookedWndProc);
Sleep(100); // just in case.
// Enable all hooks at once
if (MH_EnableHook(MH_ALL_HOOKS) != MH_OK) {
logErr("InitializeHooks: MH_EnableHook(MH_ALL_HOOKS) failed.");
return false;
}
logInfo("All Hooks successfully created and enabled.\n");
return true;
}
DWORD __stdcall EjectThread(LPVOID lpParameter) {
Sleep(100);
FreeLibraryAndExitThread(DllHandle, 0);
}
void ShowErrorMessageBox(std::string titleStr, std::string message) {
MessageBox(NULL,
message.c_str(),
titleStr.c_str(),
MB_OK | MB_ICONERROR);
}
int Exit() {
CreateThread(0, 0, EjectThread, 0, 0, 0);
FreeLibrary(msimg32.dll);
Console::Hide();
return 0;
}
//! Reminder: the way to load this dll with xenos is simply to change the output name to smth like somedll.dll.
DWORD WINAPI ModMain() {
//! IF YOU UPDATE: change mod version in config.h/? AND delete mod folder to make sure file generation works
//? Remember you have to define/undefine GAME_VERSION_SANDBOX in config.h
//todo we should just make this a setting in the mod options as we can just restart the mod/game if we need it and we set it manually in the json file.
Config::setLogIdConsoleToFile(false); //! this will only have effect in dev mode btw.
Config::setLoggerLevel(LogVerbose::Info); //! Info here so users will always have lots of verbose in their log file until the mod is loaded. this func will be called again in modInit()
std::string curExeNameToLower = MemHelper::GetGameExeNameToLower();
Config::setCurrentModuleNameStrToLower(curExeNameToLower);
//! closing mod when idlauncher triggers msimg32.dll (it always happens first)
if (curExeNameToLower != Config::DE_VANILLA_MODULE_NAME_TOLOWER && curExeNameToLower != Config::DE_SANDBOX_MODULE_NAME_TOLOWER) {
return Exit();
}
if (Config::isModSandboxVersion()) {
if (curExeNameToLower == Config::DE_VANILLA_MODULE_NAME_TOLOWER) {
ShowErrorMessageBox("Mod Error", "You are using the Sandbox mod version for the Vanilla version of the game. Mod can not work. Check the description page on the mod nexus page for more info");
return Exit();
}
}
else { //! vanilla mod version
if (curExeNameToLower == Config::DE_SANDBOX_MODULE_NAME_TOLOWER) {
ShowErrorMessageBox("Mod Error", "You are using the Vanilla mod version for the Sandbox version of the game. Mod can not work. Check the description page on the mod nexus page for more info");
return Exit();
}
}
//? if you want to enable/ disable the debug console just comment/uncomment the DISABLE_LOGGING_CONSOLE line in console.cpp. i haven't tested with imgui so it migth create issues...
Console::Enable();
//! even though we managed to find a way to change a file logging level at runtime, because the mod will have a release and debug version we don't have to get any "version" from the json settings file..
//? IF YOU UPDATE also update mod version AND delete mod folder to make sure file generation works
if (HashManager::isPreviousModVersionInGameFolder()) {
TTS::addToQueue(L"ERROR. Found previous version of this mod in the game folder, please check the log file.");
TTS::sayAllInQueue(); //! make sure this is called before the isHookError check
CreateThread(0, 0, EjectThread, 0, 0, 0);
return 0;
}
if (!g_isDllInitOk) {
logErr("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
logErr("DllInit failed...Mod 'should' not work.");
logErr("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
}
FileOp::listGameDirectory();
if (HashManager::isMeathookModInGameFolder()) {
logWarn("********************************************************************************************");
logWarn("User is using meathook mod (logging this for debug purposes in case of conflict/crash/freeze )");
logWarn("********************************************************************************************");
}
Config::setGameDirectoryStr(FileOp::getDllDirectory());
/*std::string doomDir = FileOp::getDoomEternalDirectory();
logInfo("debug doomDir: %s", doomDir.c_str());*/
//if (!Config::isModError() && FileOp::isGameDirectoryValid()) {
if (!Config::isModError() && FileOp::isExistDirectory(Config::getGameDirectoryStr())) {
if (!FileOp::isModDirectory()) {
if (!FileOp::CreateModDirectoryV2()) {
Config::setModError("initModDirectory failed to create mod directory, mod can not work");
}
}
if (!Config::isModError()) {
modSettings::loadSettings();
modSettings::saveSettings();
}
}
Config::printHeaderInLogFile();
//? this actually works even if we don't need it atm. KEEP IT
/*logInfo("attempting to change Config mid func let's see it if works....");
blablaConfig::set(ModConfig::nexusRelease);
logWarn("config should now be nexusRelease and you should see this message.");
logInfo("config should now be nexusRelease and you should NOT see this message.");*/
if (!Config::isModError()) {
if (!findGameWindow(Config::GAME_WINDOW_CLASS_NAME)) {
Config::setModError("Could not find game window, mod will not work");
}
}
if (!Config::isModError()) {
uintptr_t mainModuleAddr = MemHelper::getModuleBaseAddr();
if (mainModuleAddr == NULL) {
Config::setModError("Module base address is: NULL: mod can not work.");
}
else {
logInfo("Module base address is: %p", (void*)mainModuleAddr);
}
}
if (!Config::isModError()) {
if (!Scanner::scanForAddrs()) {
Config::setModError("Functions/structs scanning process failed mod can not work.");
}
}
if (!Config::isModError()) {
if (!InitializeHooks()) {
Config::setModError("Failed to initalize minhook, mod can not work.");
}
}
/*if (!Config::isModError()) {
if (GameVersionInfoManager::isNewGameUpdateReleased()) {
logWarn("This version of the game: %s is newer than the version the mod was made for, mod 'may' not work as attended or not work at all.", GameVersionInfoManager::getBuildVersionStr().c_str());
}
else {
logInfo("Game build Version is as expected: %s", GameVersionInfoManager::getBuildVersionStr().c_str());
}
}*/
/*if (Config::get() != ModConfig::nexusRelease) {
logInfo("Listing Running processes to check for potential conflicts. (Keep in mind that any of those could conflict with this mod but it's up to you to experiment and temporarily disable/quite some of those applications to see if it will help with the issues you are currently having with the mod. You can open the task manager and check where each of this process is located)");
logInfo("**** Listing Processes ****");
std::unordered_set<std::string> runningProcessesSet = K_Utils::GetUniqueRunningProcessesSet();
int counter = 0;
for (const auto& process : runningProcessesSet)
{
if (process == ConflictingApps::MsiAfterBurnerProcessName) {
logWarn("%s is an application that might make the mod crash/freeze.", process.c_str());
}
else {
logInfo("%s", process.c_str());
}
counter++;
}
logInfo("**** Done listing %d processes. *****", counter);
}*/
if (!Config::isModError()) {
if (Config::isDevMode() || Config::isDebugMode()) {
TTS::addToQueue(L"Mod Load Succes !");
}
}
else {
TTS::addToQueue(L"Mod Error, check the mod log file in the game folder");
}
/*if (Config::isModDevMode()) {
logWarn("");
logWarn("THIS IS DEV MODE MAKE SURE THIS IS WHAT YOU WANT");
logWarn("THIS IS DEV MODE MAKE SURE THIS IS WHAT YOU WANT");
logWarn("THIS IS DEV MODE MAKE SURE THIS IS WHAT YOU WANT");
logWarn("THIS IS DEV MODE MAKE SURE THIS IS WHAT YOU WANT");
logWarn("THIS IS DEV MODE MAKE SURE THIS IS WHAT YOU WANT");
logWarn("");
}*/
bool isFirstTimeStatusLog = true;
static int loopSleepMs = 10;
bool lastIsPlayerInGame = false;
uint64_t lastOwnedItemsGetMs = 0;
uint64_t lastStringOverwriteAttempMs = 0;
uint64_t lastGetAsyncKeyPressMs = 0;
uint64_t lastIniFileReloadMs = 0;
uint64_t lastDeclWeaponOverwriteMs = 0;
uint64_t lastGameTimeDebugMs = 0;
uint64_t lastcustomUICoordsCheckMs = 0;
uint64_t lastcolorReloadMs = 0;
uint64_t lastWeaponSwitchCheckMs = 0;
uint64_t lastWeaponFovCheckMs = 0;
uint64_t lastIdInventoryGetMs = 0;
uint64_t lastWeaponSettingCheckMs = 0;
uint64_t lastHudColorsUpdateCheckMs = 0;
uint64_t lastImmersiveCrosshairCheckMs = 0;
uint64_t lastCrosshairScaleCheckMs = 0;
uint64_t lastCrosshairInScropCheckMs = 0;
uint64_t lastinGameReticleModeCheckMs = 0;
uint64_t lastPulseColorUpdateMs = 0;
uint64_t lastFXCheckMs = 0;
uint64_t lastIniFileWatcherCheckMs = 0;
uint64_t lastDebugWarningMs = 0;
uint64_t lastFragIconBlinkTestMs = 0;
uint64_t lastCustomIceNadeIconCheckMs = 0;
uint64_t lastIceIconCoordsUpdateCheckMs = 0;
uint64_t lastForceDebugStringCheckMs = 0;
uint64_t lastIsDemonPlayerCheckMs = 0;
uint64_t lastGameModeCheckMs = 0;
uint64_t lastIsReticleHideCheckkMs = 0;
uint64_t lastIsInCinematicCheckkMs = 0;
uint64_t lastIdPlayerCheckMs = 0;
uint64_t lastHudDebugMs = 0;
uint64_t lastScreenResCheckMs = 0;
uint64_t lastCustomHudcheckMs = 0;
uint64_t lastFragSelectedCheckMs = 0;
uint64_t lastAACheckMs = 0;
//uint64_t lastCurrentActiveReticleCheckMs = 0;
bool wasPlayerInMenu = false;
bool debugIsFragNadeIconToggle = false;
uint64_t lastPlayerFlagUpdateMs = 0;
//! in game, not a demon, not in cutscene, not dead.
bool isSlayerActiveFlag = false ;
//! in game, playing as a demon not dead
bool isDemonActiveFlag = false;
//! same above but can be in cutscene
bool isSlayerInTheWorldFlag = false;
//! this corresponds to the game seetings hud croshair only or Full
bool isGameSettingsHudEnabled = false;
//! the equipment info from UI game settings
bool isEquipmentInfoEnabled = false;;
bool isInScope = false;
bool isFragNadeOwned = false;
bool isIceNadeOwned = false;
bool last_bShowMenu = false; //! mod menu
while (true) {
if (isFirstTimeStatusLog) {
logInfo("FirstTimeStatusLog:");
logInfo("main loop Sleep Ms: %d", loopSleepMs);
logInfo("isModError: %s", Config::isModError() ? "true" : "false");
isFirstTimeStatusLog = false;
}
Sleep(loopSleepMs); //! having a long sleep here will not haVK_NUMPADve influence on the hooks which is great.
TTS::sayAllInQueue(); //! make sure this is called before the isHookError check
if (Config::isModError()) {
if (g_isCloseModRequestFlag) {
logInfo("DEBUG: setting g_isCloseModRequestFlag to true...");
break;
}
/*if (Config::isDevMode() && GetAsyncKeyState(VK_NUMPAD0) && ((EpochMillis() - g_lastGetAsyncKeyPress) > 500)) {
g_lastGetAsyncKeyPress = EpochMillis();
logInfo("DEBUG: user just pressed VK_NUMPAD0: attempting to Unload Mod...");
break;
}*/
continue; //! keep the mod running so it can output some msg to console/file
}
//! atm initialized state is set in idMenu_UpdateHook
if (!PlayerStateChecker::isGameInitialized()) {
//logInfo("main loop: ! PlayerStateChecker::isGameInitialized()");
continue; //! if the mod has levelLoaded succesfully, we don't do anything until the game is levelLoaded.
}
//! the hook will make sure the init only happen if menu update has been called once and if we haven't tried init imgui before
initImguiV2();
modInit(); //! <= this will execute only once whatever happen.
//! haven't seen any crash in horde mod, since then but let's be vigilent...
//x unfortunately this will not help with the random crash of loading horde mode level
bool isReadyToRenderIceIcon = LoadingScreenManager::isReadyToRenderIceIcon();
if (isReadyToRenderIceIcon != g_debugIsReadyToRenderIceNadeIcon) {
g_debugIsReadyToRenderIceNadeIcon = isReadyToRenderIceIcon;
logInfo("isReadyToRenderIceIcon has changed to: %d", isReadyToRenderIceIcon);
}
//LoadingScreenManager::printLoadScreenDataChange();
PlayerStateChecker::updatePlayerState();
if (PlayerStateChecker::isGameLoading()) {
//logInfo(" main loop: PlayerStateChecker::isGameLoading())");
//? this is so inelegant:
idPlayer_K::resetLastBloodPunchCount(); // to make sure it updates the colors when player spawns
idPlayer_K::resetLastIceGrenadeCount(); // to make sure it updates the colors when player spawns
idPlayer_K::resetLastFragGrenadeCount();
//logWarn("Debug: Game is loading....resetting inventory count");
//switcher.resetInventoryCount();
continue; //! not doing anything while game loads as this is too prone to crashes.
}
if (K_Utils::EpochMillis() - lastAACheckMs > 1000) {
idCmd::setAntiAliasingState(modSettings::getIsDisableAA());
lastAACheckMs = K_Utils::EpochMillis();
}
if (PlayerStateChecker::isPlayingAndActive()) { //? means not in cutscene too
if ((K_Utils::EpochMillis() - lastPlayerFlagUpdateMs) > 200) {
//logInfo("PlayerStateChecker::isPlayingAndActive() .......");
//? not sure if those 2 are necessary after all...
isSlayerActiveFlag = idPlayer_K::isSlayerActiveFlag();
isDemonActiveFlag = idPlayer_K::isDemonActiveFlag();
isSlayerInTheWorldFlag = idPlayer_K::isSlayerInTheWorldFlag();
isFragNadeOwned = idInventoryCollectionManager::isFragNadeOwned();
isIceNadeOwned = idInventoryCollectionManager::isIceNadeOwned();
isGameSettingsHudEnabled = fastCvarManager::getIsShowHudEnabled();
isEquipmentInfoEnabled = fastCvarManager::getIsEquipmentInfoEnabled();
isInScope = idPlayer_K::isInScope();
lastPlayerFlagUpdateMs = K_Utils::EpochMillis();
}
if (K_Utils::EpochMillis() - lastWeaponFovCheckMs > 50) {
weaponFovManager::update();
lastWeaponFovCheckMs = K_Utils::EpochMillis();
}
if (modSettings::isImprovedWeaponSwitching() && isSlayerActiveFlag && (K_Utils::EpochMillis() - lastWeaponSwitchCheckMs) > 100) {
lastWeaponSwitchCheckMs = K_Utils::EpochMillis();
switcher.checkWeaponSwitchV2();
}
//! Not using this anymore as we modify DeclWeapons in the Resource we found:
//if (EpochMillis() - lastWeaponSettingCheckMs > 300) { //! every 500 ms
// lastWeaponSettingCheckMs = EpochMillis();
// //ws.checkCurrentlyEquippedIdWeapon();
//}
//! this is used to check if a weapon or a nade is owned. 500ms should be good enough.
if (K_Utils::EpochMillis() - lastIdInventoryGetMs > 400 && isSlayerInTheWorldFlag) {
idInventoryCollectionManager::updateCustomInventory();
lastIdInventoryGetMs = K_Utils::EpochMillis();
//idInventoryCollectionManager::updateOwnedItemsIds();
}
//! custom Hud
if (K_Utils::EpochMillis() - lastCustomHudcheckMs > 200) {
//logInfo("hello?????: isSlayerActiveFlag: %d", isSlayerActiveFlag);
Menu::bShowKaibzCrosshairWindow = modSettings::getIsUseImguiDotCrosshair() && (isSlayerActiveFlag || isDemonActiveFlag);
Menu::bShowKaibzHudWindow = modSettings::getIsUseKaibzHud() && (isSlayerActiveFlag || isDemonActiveFlag);
lastCustomHudcheckMs = K_Utils::EpochMillis();
}
//? it doesn't work.....
// enforcing frag just to be absolutely sure there is no way ice can be selected when dedicated nade key is enabled
if (K_Utils::EpochMillis() - lastFragSelectedCheckMs > 1000) {
if (modSettings::getIsUseDedicatedNadeKeys() && idPlayer_K::getSelectedGrenadeType() == equipmentType_t::EQUIPMENT_ICE_BOMB) {
logInfo("idPlayer_K::setGrenadeType(GrenadeType::Frag); trig....");
EquipmentManager::switchEquipment(equipmentType_t::EQUIPMENT_FRAG_GRENADE);
}
lastFragSelectedCheckMs = K_Utils::EpochMillis();
}
//! Game hud Ice Nade Icon:
if (K_Utils::EpochMillis() - lastCustomIceNadeIconCheckMs > 200) {
//logInfo("isFragNadeOwned in lskdjf is: %d and isIceNadeOwned: %d", isFragNadeOwned, isIceNadeOwned);
//! we don't render if frag is not owned cause if player uses console to give himself ice and not frag at game start it will show double ice icon and as a side note when using the ice in that config the icon shows up while reloading and then disappears, certainly cause it's not meant to be this way.
if (!isSlayerActiveFlag || !isIceNadeOwned || !isFragNadeOwned || !isEquipmentInfoEnabled || !isGameSettingsHudEnabled || ! modSettings::getIsUseDedicatedNadeKeys()) {
CustomIceNadeIconManager::updateIsRenderingAllowed(false);
}
else {
CustomIceNadeIconManager::updateIsRenderingAllowed(true);
}
if (idRenderModelGuiManager::getScreenWidth() != g_debugScreenWidth || idRenderModelGuiManager::getScreenHeight() != g_debugScreenHeight) {
g_debugScreenWidth = idRenderModelGuiManager::getScreenWidth();
g_debugScreenHeight = idRenderModelGuiManager::getScreenHeight();
logInfo("Screen Resolution has changed: width: %.2f height: %.2f updating ice icon coords", g_debugScreenWidth, g_debugScreenHeight);
CustomIceNadeIconManager::updateCoords();
}
//! may be overkill but safety first.
else if (PlayerStateChecker::getPlayerState() != g_debug_lastPlayerState || (K_Utils::EpochMillis() - lastIceIconCoordsUpdateCheckMs) > 1000) {
lastIceIconCoordsUpdateCheckMs = K_Utils::EpochMillis();
g_debug_lastPlayerState = PlayerStateChecker::getPlayerState();
CustomIceNadeIconManager::updateCoords();
}
//? order matters here
CustomIceNadeIconManager::updateIsIceNadeCooldownStatus();
CustomIceNadeIconManager::updateColors();
//CustomIceNadeIconManager::updateMaterials();
CustomIceNadeIconManager::updateCooldownTimeLeftStr(); // will only update data is ice on cooldown
lastCustomIceNadeIconCheckMs = K_Utils::EpochMillis();
}
//! making sure the debugHud is active even if user tries to disable the debug string somehow through console cmd.
if (K_Utils::EpochMillis() - lastForceDebugStringCheckMs > 5000) {
lastForceDebugStringCheckMs = K_Utils::EpochMillis();
idCmd::forceDebug_hud_string();
}
if (K_Utils::EpochMillis() - lastHudColorsUpdateCheckMs > 200 && !idPlayer_K::isPlayerDemon()) {
//! i know it's not elegant but i'd rather be sure that i triggers for now
ColorManager::reapplySwfColors();
//if (idPlayer_K::isBloodPunchCountChanged()) {
// ColorManager::reapplySwfColors();
//}
//else if (isIceNadeOwned && idPlayer_K::isIceNadeCountChanged()) {
// ColorManager::reapplySwfColors();
//}
//else if (isFragNadeOwned && idPlayer_K::isFragNadeCountChanged()) {
// ColorManager::reapplySwfColors();
//}
////else if (isIceNadeOwned && idPlayer_K::isHudSelectedGrenadeChanged()) {
//else if (isIceNadeOwned) {
// ColorManager::reapplySwfColors();
//}
//! the dot color update could may be be done in the idHUD_Reticle_SetActiveReticleHook but it just works fine this way, and may puts less "stress" on the hook function .
//? commenting this for now while testing V3:
//ReticleColorManager::updateDotColorV2();
//ReticleColorManager::debugUpdateDotColor();
//! reaapplying swf colors every seconds or so to make sure the hud is updated as i noticed, rarely the grenade arrow being not always accurate. This function will not callreapplySwfColorsCmd all the time but has an internal check with epochmillis:
//ColorManager::autoReapplySwfColors(); //! <= on a timer
lastHudColorsUpdateCheckMs = K_Utils::EpochMillis();
}
//! this is not great but this is a way to make sure user will see a crosshair in the immersive weapons ads otherwiser he might think the feature is broken because there are no crosshair anywhere and think that this feature need the None crosshair mode to work. We can't just do a check in the iniFile load cause user can change the in game Crosshair mode at any tim
if (K_Utils::EpochMillis() - lastinGameReticleModeCheckMs > 300) {
lastinGameReticleModeCheckMs = K_Utils::EpochMillis();
if (!idPlayer_K::isPlayerDemon() && modSettings::isImmersiveCrosshairModeEnabled()) {
//if (idCmd::getReticleMode() == UI_ReticleMode::None) {
if (fastCvarManager::getReticleMode() == UI_ReticleMode::None) {
idCmd::setReticleMode(UI_ReticleMode::Full);
logInfo("mod main loop: forcing UI_ReticleMode::Full because immersive crosshair is on");
}
}
}
}
//! trying a pure else to see if it fixes the issue with the ice nade icon showing in pause menus like the pop up for the insert battery cell:
else {
CustomIceNadeIconManager::updateIsRenderingAllowed(false);
Menu::bShowKaibzCrosshairWindow = false;
Menu::bShowKaibzHudWindow = false;
}
//x in cutscene or technically the reticle update func stops being triggered which means the crosshair should not be drawn, so slayer is not ready to fight. (doesn't matter what crosshair setting from the game menu)
//else if (PlayerStateChecker::isNotAbleToFight()) {
// //! this should prevent the bug of the ice nade showing in cutscenes and while dead.
// CustomIceNadeIconManager::updateIsRenderingAllowed(false);
//}
//? !!!!!!!!!!!!! CRITICAL !!!!!!!!!!!!!!!!!!!!!!!!
if (g_isCloseModRequestFlag) {
logInfo("DEBUG: loop: setting g_isCloseModRequestFlag is true, attempting to Unload Mod...");