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965 lines (759 loc) · 35.6 KB
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/**
* =============================================================================
* CS2Fixes
* Copyright (C) 2023-2026 Source2ZE
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "virtual_hooks.h"
#include "adminsystem.h"
#include "cchecktransmitinfo.h"
#include "cfgparser.h"
#include "commands.h"
#include "common.h"
#include "cs2fixes.h"
#include "cs_gameevents.pb.h"
#include "cstrike15_usermessages.pb.h"
#include "ctimer.h"
#include "engine/IEngineService.h"
#include "entities.h"
#include "entity/ccsplayercontroller.h"
#include "entity/customhudlayout.h"
#include "entity/services.h"
#include "entitylistener.h"
#include "entitysystem.h"
#include "entwatch.h"
#include "eventlistener.h"
#include "gameconfig.h"
#include "gameevents.pb.h"
#include "icvar.h"
#include "idlemanager.h"
#include "iserver.h"
#include "khook_helpers.h"
#include "leader.h"
#include "map_votes.h"
#include "mapmigrations.h"
#include "module.h"
#include "networkstringtabledefs.h"
#include "panoramavote.h"
#include "playermanager.h"
#include "serversideclient.h"
#include "tier0/vprof.h"
#include "usermessages.pb.h"
#include "votemanager.h"
#include "zombiereborn.h"
#include "tier0/memdbgon.h"
class GameSessionConfiguration_t
{};
KHOOK_VIRTUAL(GameFrame, &IServerGameDLL::GameFrame, g_pSource2Server, nullptr, Hook_GameFrame_Post);
KHOOK_VIRTUAL(GameServerSteamAPIActivated, &IServerGameDLL::GameServerSteamAPIActivated, g_pSource2Server, Hook_GameServerSteamAPIActivated, nullptr);
KHOOK_VIRTUAL(ApplyGameSettings, &IServerGameDLL::ApplyGameSettings, g_pSource2Server, Hook_ApplyGameSettings, nullptr);
KHOOK_VIRTUAL(ClientActive, &IServerGameClients::ClientActive, g_pSource2GameClients, nullptr, Hook_ClientActive_Post);
KHOOK_VIRTUAL(ClientDisconnect, &IServerGameClients::ClientDisconnect, g_pSource2GameClients, nullptr, Hook_ClientDisconnect_Post);
KHOOK_VIRTUAL(ClientPutInServer, &IServerGameClients::ClientPutInServer, g_pSource2GameClients, nullptr, Hook_ClientPutInServer_Post);
KHOOK_VIRTUAL(ClientSettingsChanged, &IServerGameClients::ClientSettingsChanged, g_pSource2GameClients, Hook_ClientSettingsChanged, nullptr);
KHOOK_VIRTUAL(OnClientConnected, &IServerGameClients::OnClientConnected, g_pSource2GameClients, Hook_OnClientConnected, nullptr);
KHOOK_VIRTUAL(ClientConnect, &IServerGameClients::ClientConnect, g_pSource2GameClients, Hook_ClientConnect, nullptr);
KHOOK_VIRTUAL(ClientCommand, &IServerGameClients::ClientCommand, g_pSource2GameClients, Hook_ClientCommand, nullptr);
KHOOK_VIRTUAL(ClientSvcUserMessage, &IServerGameClients::ClientSvcUserMessage, g_pSource2GameClients, Hook_ClientSvcUserMessage, nullptr);
KHOOK_VIRTUAL(PostEventAbstract, &IGameEventSystem::PostEventAbstract, g_gameEventSystem, Hook_PostEventAbstract, nullptr);
KHOOK_VIRTUAL(StartupServer, &INetworkServerService::StartupServer, g_pNetworkServerService, nullptr, Hook_StartupServer_Post);
KHOOK_VIRTUAL(CheckTransmit, &ISource2GameEntities::CheckTransmit, g_pSource2GameEntities, nullptr, Hook_CheckTransmit_Post);
KHOOK_VIRTUAL(DispatchConCommand, &ICvar::DispatchConCommand, g_pCVar, Hook_DispatchConCommand, nullptr);
KHOOK_VIRTUAL(SwitchToLoop, &IEngineServiceMgr::SwitchToLoop, g_pEngineServiceMgr, Hook_SwitchToLoop, nullptr);
KHook::Virtual<IGameTypes, void, const char*, const CUtlStringList&> createWorkshopMapGroupHook(0U, Hook_CreateWorkshopMapGroup, nullptr);
KHook::Virtual<IGameEventManager2, int, const char*, bool> loadEventsFromFileHook(&IGameEventManager2::LoadEventsFromFile, Hook_LoadEventsFromFile, nullptr);
KHook::Virtual<CServerSideClient, bool, const CCLCMsg_VoiceData_t&> processVoiceDataHook(&CServerSideClient::ProcessVoiceData, Hook_ProcessVoiceData, nullptr);
KHook::Virtual<INetworkGameServer, void, IGameSpawnGroupMgr*> setGameSpawnGroupMgrHook(&INetworkGameServer::SetGameSpawnGroupMgr, Hook_SetGameSpawnGroupMgr, nullptr);
KHook::Virtual<CVPhys2World, void, CUtlVector<TouchLinked_t>*, bool> getTouchingListHook(0U, nullptr, Hook_GetTouchingList_Post);
KHook::Virtual<CCSPlayer_MovementServices, void, double> checkMovingGroundHook(0U, Hook_CheckMovingGround, nullptr);
KHook::Virtual<CCSPlayer_WeaponServices, void, CBasePlayerWeapon*, Vector*, Vector*> dropWeaponHook(0U, nullptr, Hook_DropWeapon_Post);
KHook::Virtual<CGamePlayerEquip, void, InputData_t*> playerEquipUseHook(0U, Hook_PlayerEquipUse, nullptr);
KHook::Virtual<CGamePlayerEquip, void, CEntityPrecacheContext*> playerEquipPrecacheHook(0U, nullptr, Hook_PlayerEquipPrecache_Post);
KHook::Virtual<CTriggerGravity, void, CEntityPrecacheContext*> triggerGravityPrecacheHook(0U, nullptr, Hook_TriggerGravityPrecache_Post);
KHook::Virtual<CTriggerGravity, void, CBaseEntity*> triggerGravityEndTouchHook(0U, nullptr, Hook_TriggerGravityEndTouch_Post);
KHook::Virtual<CCSPlayerPawn, bool, CTakeDamageResult*> onTakeDamageAliveHook(0U, Hook_OnTakeDamage_Alive, nullptr);
KHook::Virtual<CCSPlayerPawn, void, const Vector*, const QAngle*, const Vector*> playerPawnTeleportHook(0U, Hook_CCSPlayerPawn_Teleport, Hook_CCSPlayerPawn_Teleport_Post);
IGameEventManager2* g_pCGameEventManagerVTable = nullptr;
CVPhys2World* g_pCVPhys2WorldVTable = nullptr;
CCSPlayer_MovementServices* g_pCCSPlayer_MovementServicesVTable = nullptr;
CCSPlayer_WeaponServices* g_pCCSPlayer_WeaponServicesVTable = nullptr;
CGamePlayerEquip* g_pCGamePlayerEquipVTable = nullptr;
CTriggerGravity* g_pTriggerGravityVTable = nullptr;
CCSPlayerPawn* g_pCCSPlayerPawnVTable = nullptr;
CServerSideClient* g_pCServerSideClientVTable = nullptr;
template <typename CLASS, typename RETURN, typename... ARGS>
bool SetupVirtualHook(KHook::Virtual<CLASS, RETURN, ARGS...>& hook, const char* name, CLASS* pInstance = nullptr)
{
int offset = g_GameConfig->GetOffset(name);
if (offset == -1)
{
Panic("Failed to find offset for %s\n", name);
g_bRequiredInitLoaded = false;
return false;
}
hook.Configure(offset);
if (pInstance)
hook.Add(pInstance);
return true;
}
template <typename CLASS, typename RETURN, typename... ARGS>
void SetupGlobalVirtualHook(KHook::Virtual<CLASS, RETURN, ARGS...>& hook, CLASS*& pVTable, CModule* module, const char* className, const char* offsetName = nullptr)
{
if (!pVTable)
pVTable = (CLASS*)module->FindVirtualTable(className);
if (!pVTable)
{
Panic("Failed to find %s vtable\n", className);
g_bRequiredInitLoaded = false;
return;
}
if (offsetName && !SetupVirtualHook(hook, offsetName))
return;
hook.AddGlobal((CLASS*)&pVTable);
}
void InitVirtualHooks()
{
SetupVirtualHook(createWorkshopMapGroupHook, "IGameTypes_CreateWorkshopMapGroup", g_pGameTypes);
SetupGlobalVirtualHook(loadEventsFromFileHook, g_pCGameEventManagerVTable, modules::server, "CGameEventManager");
SetupGlobalVirtualHook(processVoiceDataHook, g_pCServerSideClientVTable, modules::engine, "CServerSideClient");
SetupGlobalVirtualHook(getTouchingListHook, g_pCVPhys2WorldVTable, modules::vphysics2, "CVPhys2World", "CVPhys2World::GetTouchingList");
SetupGlobalVirtualHook(checkMovingGroundHook, g_pCCSPlayer_MovementServicesVTable, modules::server, "CCSPlayer_MovementServices", "CCSPlayer_MovementServices::CheckMovingGround");
SetupGlobalVirtualHook(dropWeaponHook, g_pCCSPlayer_WeaponServicesVTable, modules::server, "CCSPlayer_WeaponServices", "CCSPlayer_WeaponServices::DropWeapon");
SetupGlobalVirtualHook(playerEquipUseHook, g_pCGamePlayerEquipVTable, modules::server, "CGamePlayerEquip", "CBaseEntity::Use");
SetupGlobalVirtualHook(playerEquipPrecacheHook, g_pCGamePlayerEquipVTable, modules::server, "CGamePlayerEquip", "CBaseEntity::Precache");
SetupGlobalVirtualHook(triggerGravityPrecacheHook, g_pTriggerGravityVTable, modules::server, "CTriggerGravity", "CBaseEntity::Precache");
SetupGlobalVirtualHook(triggerGravityEndTouchHook, g_pTriggerGravityVTable, modules::server, "CTriggerGravity", "CBaseEntity::EndTouch");
SetupGlobalVirtualHook(onTakeDamageAliveHook, g_pCCSPlayerPawnVTable, modules::server, "CCSPlayerPawn", "CCSPlayerPawn::OnTakeDamage_Alive");
SetupGlobalVirtualHook(playerPawnTeleportHook, g_pCCSPlayerPawnVTable, modules::server, "CCSPlayerPawn", "Teleport");
}
void RemoveVirtualHooks()
{
loadEventsFromFileHook.RemoveGlobal((IGameEventManager2*)&g_pCGameEventManagerVTable);
processVoiceDataHook.RemoveGlobal((CServerSideClient*)&g_pCServerSideClientVTable);
setGameSpawnGroupMgrHook.Remove(GetNetworkGameServer());
createWorkshopMapGroupHook.Remove(g_pGameTypes);
getTouchingListHook.RemoveGlobal((CVPhys2World*)&g_pCVPhys2WorldVTable);
checkMovingGroundHook.RemoveGlobal((CCSPlayer_MovementServices*)&g_pCCSPlayer_MovementServicesVTable);
dropWeaponHook.RemoveGlobal((CCSPlayer_WeaponServices*)&g_pCCSPlayer_WeaponServicesVTable);
playerEquipUseHook.RemoveGlobal((CGamePlayerEquip*)&g_pCGamePlayerEquipVTable);
playerEquipPrecacheHook.RemoveGlobal((CGamePlayerEquip*)&g_pCGamePlayerEquipVTable);
triggerGravityPrecacheHook.RemoveGlobal((CTriggerGravity*)&g_pTriggerGravityVTable);
triggerGravityEndTouchHook.RemoveGlobal((CTriggerGravity*)&g_pTriggerGravityVTable);
onTakeDamageAliveHook.RemoveGlobal((CCSPlayerPawn*)&g_pCCSPlayerPawnVTable);
playerPawnTeleportHook.RemoveGlobal((CCSPlayerPawn*)&g_pCCSPlayerPawnVTable);
}
KHook::Return<void> Hook_GameFrame_Post(IServerGameDLL* pThis, bool simulating, bool bFirstTick, bool bLastTick)
{
/**
* simulating:
* ***********
* true | game is ticking
* false | game is not ticking
*/
VPROF_BUDGET("CS2Fixes::Hook_GameFramePost", "CS2FixesPerFrame");
if (!GetGlobals())
return {KHook::Action::Ignore};
if (simulating && g_bHasTicked)
g_flUniversalTime += GetGlobals()->curtime - g_flLastTickedTime;
g_flLastTickedTime = GetGlobals()->curtime;
g_bHasTicked = true;
RunTimers();
EntityHandler_OnGameFramePost(simulating, GetGlobals()->tickcount);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_GameServerSteamAPIActivated(IServerGameDLL* pThis)
{
g_playerManager->OnSteamAPIActivated();
if (g_cvarVoteManagerEnable.Get() && !g_pMapVoteSystem->IsMapListLoaded())
g_pMapVoteSystem->LoadMapList();
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ApplyGameSettings(IServerGameDLL* pThis, KeyValues* pKV)
{
const char* pszMapName;
uint64 iWorkshopId;
if (pKV->FindKey("launchoptions") && pKV->FindKey("launchoptions")->FindKey("levelname"))
pszMapName = pKV->FindKey("launchoptions")->GetString("levelname");
else
pszMapName = "";
if (pKV->FindKey("launchoptions") && pKV->FindKey("launchoptions")->FindKey("customgamemode"))
iWorkshopId = pKV->FindKey("launchoptions")->GetUint64("customgamemode");
else
iWorkshopId = 0;
g_pCfgParser->ApplyGameSettings(pszMapName);
g_pMapVoteSystem->ApplyGameSettings(pszMapName, iWorkshopId);
g_pMapMigrations->ApplyGameSettings(iWorkshopId);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientActive_Post(IServerGameClients* pThis, CPlayerSlot slot, bool bLoadGame, const char* pszName, uint64 xuid)
{
Message("Hook_ClientActive(%d, %d, \"%s\", %lli)\n", slot, bLoadGame, pszName, xuid);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientDisconnect_Post(IServerGameClients* pThis, CPlayerSlot slot, ENetworkDisconnectionReason reason, const char* pszName, uint64 xuid, const char* pszNetworkID)
{
Message("Hook_ClientDisconnect(%d, %d, \"%s\", %lli)\n", slot, reason, pszName, xuid);
CCSPlayerController* player = CCSPlayerController::FromSlot(slot);
if (g_cvarEnableZR.Get())
{
// Controller team num is not valid post-disconnect, so just check both teams
if (!ZR_CheckTeamWinConditions(CS_TEAM_T))
ZR_CheckTeamWinConditions(CS_TEAM_CT);
}
ZEPlayer* pPlayer = g_playerManager->GetPlayer(slot);
if (!pPlayer)
return {KHook::Action::Ignore};
// Dont add to c_listdc clients that are downloading MultiAddonManager stuff or were present during a map change
if (reason != NETWORK_DISCONNECT_LOOPSHUTDOWN && reason != NETWORK_DISCONNECT_SHUTDOWN)
g_pAdminSystem->AddDisconnectedPlayer(pszName, xuid, pPlayer ? pPlayer->GetIpAddress() : "");
CCSCustomHudLayout::OnClientDisconnect(slot.Get());
g_playerManager->OnClientDisconnect(slot);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientPutInServer_Post(IServerGameClients* pThis, CPlayerSlot slot, const char* pszName, int type, uint64 xuid)
{
Message("Hook_ClientPutInServer(%d, \"%s\", %d, %d, %lli)\n", slot, pszName, type, xuid);
if (!g_playerManager->GetPlayer(slot))
return {KHook::Action::Ignore};
g_playerManager->OnClientPutInServer(slot);
if (g_cvarEnableZR.Get())
ZR_Hook_ClientPutInServer(slot, pszName, type, xuid);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientSettingsChanged(IServerGameClients* pThis, CPlayerSlot slot)
{
#ifdef _DEBUG
Message("Hook_ClientSettingsChanged(%d)\n", slot);
#endif
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_OnClientConnected(IServerGameClients* pThis, CPlayerSlot slot, const char* pszName, uint64 xuid, const char* pszNetworkID, const char* pszAddress, bool bFakePlayer)
{
Message("Hook_OnClientConnected(%d, \"%s\", %lli, \"%s\", \"%s\", %d)\n", slot, pszName, xuid, pszNetworkID, pszAddress, bFakePlayer);
static ConVarRefAbstract tv_name("tv_name");
const char* pszTvName = tv_name.GetString().Get();
// Ideally we would use CServerSideClient::IsHLTV().. but it doesn't work :(
if (bFakePlayer && V_strcmp(pszName, pszTvName))
g_playerManager->OnBotConnected(slot);
return {KHook::Action::Ignore};
}
KHook::Return<bool> Hook_ClientConnect(IServerGameClients* pThis, CPlayerSlot slot, const char* pszName, uint64 xuid, const char* pszNetworkID, bool unk1, CBufferString* pRejectReason)
{
Message("Hook_ClientConnect(%d, \"%s\", %lli, \"%s\", %d, \"%s\")\n", slot, pszName, xuid, pszNetworkID, unk1, pRejectReason->Get());
// Player is banned
if (!g_playerManager->OnClientConnected(slot, xuid, pszNetworkID))
return {KHook::Action::Supersede, false};
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientCommand(IServerGameClients* pThis, CPlayerSlot slot, const CCommand& args)
{
#ifdef _DEBUG
Message("Hook_ClientCommand(%d, \"%s\")\n", slot, args.GetCommandString());
#endif
ZEPlayer* pPlayer = g_playerManager->GetPlayer(slot);
if (g_cvarIdleKickTime.Get() > 0.0f)
{
CCSPlayerController* pController = CCSPlayerController::FromSlot(slot);
if (pPlayer && pController)
{
// Only spectators doing spectator commands reset idle timer
if (pController->m_iTeamNum() == CS_TEAM_SPECTATOR && (!V_stricmp(args[0], "spec_mode") || !V_stricmp(args[0], "spec_prev") || !V_stricmp(args[0], "spec_next")))
pPlayer->UpdateLastInputTime();
}
}
if (g_cvarVoteManagerEnable.Get() && V_stricmp(args[0], "endmatch_votenextmap") == 0 && args.ArgC() == 2)
{
if (g_pMapVoteSystem->RegisterPlayerVote(slot, atoi(args[1])))
return {KHook::Action::Ignore};
else
return {KHook::Action::Supersede};
}
if (g_cvarEnableZR.Get() && slot != -1 && !V_strnicmp(args.Arg(0), "jointeam", 8))
{
ZR_Hook_ClientCommand_JoinTeam(slot, args);
return {KHook::Action::Supersede};
}
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_ClientSvcUserMessage(IServerGameClients* pThis, CPlayerSlot slot, int um_type, uint32 size, const void* buf)
{
auto pController = CCSPlayerController::FromSlot(slot);
if (!pController)
return {KHook::Action::Ignore};
if (um_type == CS_UM_CustomHudClicked)
{
CCSUsrMsg_CustomHudClicked message;
if (message.ParseFromArray(buf, size))
{
CHandle<CCSCustomHudLayout> hLayout = CBaseHandle::FromPackedInt(message.custom_hud_layout());
if (hLayout.Get())
hLayout->OnClick(pController, message.button_id());
}
}
return {KHook::Action::Ignore};
}
CConVar<bool> g_cvarBlockParticleMsgs("cs2f_block_particle_msgs", FCVAR_NONE, "Whether to block CUserMsg_ParticleManager messages to fix lag/crashes, experimental", false);
KHook::Return<void> Hook_PostEventAbstract(IGameEventSystem* pThis, CSplitScreenSlot nSlot, bool bLocalOnly, int nClientCount, const uint64* clients,
INetworkMessageInternal* pEvent, const CNetMessage* pData, unsigned long nSize, NetChannelBufType_t bufType)
{
// Message( "Hook_PostEvent(%d, %d, %d, %lli)\n", nSlot, bLocalOnly, nClientCount, clients );
NetMessageInfo_t* info = pEvent->GetNetMessageInfo();
if (g_cvarEnableStopSound.Get() && info->m_MessageId == GE_FireBulletsId)
{
if (g_playerManager->GetSilenceSoundMask())
{
// Post the silenced sound to those who use silencesound
// Creating a new event object requires us to include the protobuf c files which I didn't feel like doing yet
// So instead just edit the event in place and reset later
auto msg = const_cast<CNetMessage*>(pData)->ToPB<CMsgTEFireBullets>();
int32_t weapon_id = msg->weapon_id();
int32_t sound_type = msg->sound_type();
int32_t item_def_index = msg->item_def_index();
// original weapon_id will override new settings if not removed
msg->set_weapon_id(0);
msg->set_sound_type(9);
msg->set_item_def_index(61); // weapon_usp_silencer
uint64 clientMask = *(uint64*)clients & g_playerManager->GetSilenceSoundMask();
hookPostEventAbstract->CallOriginal(pThis, nSlot, bLocalOnly, nClientCount, &clientMask, pEvent, msg, nSize, bufType);
msg->set_weapon_id(weapon_id);
msg->set_sound_type(sound_type);
msg->set_item_def_index(item_def_index);
}
// Filter out people using stop/silence sound from the original event
*(uint64*)clients &= ~g_playerManager->GetStopSoundMask();
*(uint64*)clients &= ~g_playerManager->GetSilenceSoundMask();
}
else if (info->m_MessageId == GE_PlaceDecalEvent)
{
*(uint64*)clients &= ~g_playerManager->GetStopDecalsMask();
}
else if (info->m_MessageId == GE_Source1LegacyGameEvent)
{
if (g_cvarEnableLeader.Get())
Leader_PostEventAbstract_Source1LegacyGameEvent(clients, pData);
}
else if (info->m_MessageId == UM_Shake)
{
auto pPBData = const_cast<CNetMessage*>(pData)->ToPB<CUserMessageShake>();
if (g_cvarMaxShakeAmp.Get() >= 0 && pPBData->amplitude() > g_cvarMaxShakeAmp.Get())
pPBData->set_amplitude(g_cvarMaxShakeAmp.Get());
// remove client with noshake from the event
if (g_cvarEnableNoShake.Get())
*(uint64*)clients &= ~g_playerManager->GetNoShakeMask();
}
else if (info->m_MessageId == GE_SosStartSoundEvent)
{
auto msg = const_cast<CNetMessage*>(pData)->ToPB<CMsgSosStartSoundEvent>();
if (g_cvarEnableZR.Get())
ZR_PostEventAbstract_SosStartSoundEvent(clients, msg);
if (g_cvarEnableStopSound.Get())
{
static std::set<uint32> soundEventHashes;
ExecuteOnce(
soundEventHashes.insert(GetSoundEventHash("Weapon_sg556.ZoomIn"));
soundEventHashes.insert(GetSoundEventHash("Weapon_sg556.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_AUG.ZoomIn"));
soundEventHashes.insert(GetSoundEventHash("Weapon_AUG.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_SSG08.Zoom"));
soundEventHashes.insert(GetSoundEventHash("Weapon_SSG08.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_SCAR20.Zoom"));
soundEventHashes.insert(GetSoundEventHash("Weapon_SCAR20.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_G3SG1.Zoom"));
soundEventHashes.insert(GetSoundEventHash("Weapon_G3SG1.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_AWP.Zoom"));
soundEventHashes.insert(GetSoundEventHash("Weapon_AWP.ZoomOut"));
soundEventHashes.insert(GetSoundEventHash("Weapon_Revolver.Prepare"));
soundEventHashes.insert(GetSoundEventHash("Weapon.AutoSemiAutoSwitch")););
if (!soundEventHashes.contains(msg->soundevent_hash()))
return {KHook::Action::Ignore};
uint64 stopSoundMask = g_playerManager->GetStopSoundMask();
uint64 silenceSoundMask = g_playerManager->GetSilenceSoundMask();
if (!msg->has_source_entity_index())
return {KHook::Action::Ignore};
CBaseEntity* pSourceEntity = (CBaseEntity*)g_pEntitySystem->GetEntityInstance(CEntityIndex(msg->source_entity_index()));
int playerSlot = -1;
if (!pSourceEntity)
return {KHook::Action::Ignore};
if (pSourceEntity->IsPawn() && ((CCSPlayerPawn*)pSourceEntity)->GetController())
{
playerSlot = ((CCSPlayerPawn*)pSourceEntity)->GetController()->GetPlayerSlot();
}
else if (!V_strncasecmp(pSourceEntity->GetClassname(), "weapon_", 7))
{
CCSPlayerPawn* pPawn = (CCSPlayerPawn*)pSourceEntity->m_hOwnerEntity().Get();
if (pPawn && pPawn->IsPawn() && pPawn->GetController())
playerSlot = pPawn->GetController()->GetPlayerSlot();
}
// Remove player who triggered this sound from masks
// Because some of these sounds never get played locally (Zoom's, Knife Hit/Stab)
if (playerSlot != -1 && g_playerManager->IsPlayerUsingStopSound(playerSlot))
stopSoundMask &= ~((uint64)1 << playerSlot);
if (playerSlot != -1 && g_playerManager->IsPlayerUsingSilenceSound(playerSlot))
silenceSoundMask &= ~((uint64)1 << playerSlot);
// Filter out people using stop/silence sound from hearing this sound from other players
*(uint64*)clients &= ~stopSoundMask;
*(uint64*)clients &= ~silenceSoundMask;
}
}
else if (info->m_MessageId == UM_ParticleManager)
{
// These messages were previously unused, but recently started being used for weapon particles in the AG2 update
// Unfortunately, this new system seems extremely unoptimized for 64 players, and was causing severe performance issues & vector overflow client crashes
if (g_cvarBlockParticleMsgs.Get())
*(uint64*)clients = 0;
}
return {KHook::Action::Ignore};
}
CConVar<CUtlString> g_cvarMotdurl(/sitelet?url=https%3A%2F%2Fgithub.com%2FSource2ZE%2FCS2Fixes%2Fblob%2Fmain%2Fsrc%2F%26quot%3Bcs2f_motd_url%26quot%3B%2C%2520FCVAR_NONE%2C%2520%26quot%3BServer%2520MOTD%2520URL%2C%2520shows%2520up%2520as%2520a%2520%2F%26quot%3BServer%2520Website%2F%26quot%3B%2520button%2520in%2520scoreboard%26quot%3B%2C%2520%26quot%3B%26quot%3B);
KHook::Return<void> Hook_StartupServer_Post(INetworkServerService* pThis, const GameSessionConfiguration_t& config, ISource2WorldSession* pSession, const char* pszMapName)
{
g_pEntitySystem = GameEntitySystem();
g_pEntitySystem->AddListenerEntity(g_pEntityListener);
if (GetNetworkGameServer())
setGameSpawnGroupMgrHook.Add(GetNetworkGameServer());
Message("Hook_StartupServer: %s\n", pszMapName);
RegisterEventListeners();
if (g_bHasTicked)
RemoveTimers(TIMERFLAG_MAP);
g_bHasTicked = false;
g_pPanoramaVoteHandler->Reset();
g_pVoteManager->VoteManager_Init();
g_pIdleSystem->Reset();
INetworkStringTable* pInfoPanelTable = g_pNetworkStringTableServer->FindTable("InfoPanel");
if (pInfoPanelTable && V_strcmp(g_cvarMotdUrl.Get(), ""))
{
SetStringUserDataRequest_t pUserData;
pUserData.m_pRawData = (void*)g_cvarMotdUrl.Get().Get();
pUserData.m_cbDataSize = g_cvarMotdUrl.Get().Length() + 1;
pInfoPanelTable->AddString(true, "motd", &pUserData);
}
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_CheckTransmit_Post(ISource2GameEntities* pThis, CCheckTransmitInfo** ppInfoList, int infoCount, CBitVec<16384>& unionTransmitEdicts,
CBitVec<16384>&, const Entity2Networkable_t** pNetworkables, const uint16* pEntityIndicies, int nEntities)
{
if (!g_pEntitySystem || !GetGlobals())
return {KHook::Action::Ignore};
VPROF("CS2Fixes::Hook_CheckTransmit");
for (int i = 0; i < infoCount; i++)
{
auto& pInfo = (CCheckTransmitInfoExtended*&)(ppInfoList[i]);
CCSPlayerController* pSelfController = CCSPlayerController::FromSlot(pInfo->m_nPlayerSlot);
if (!pSelfController || !pSelfController->IsConnected())
continue;
auto pSelfZEPlayer = g_playerManager->GetPlayer(pInfo->m_nPlayerSlot);
if (!pSelfZEPlayer)
continue;
for (int j = 0; j < GetGlobals()->maxClients; j++)
{
CCSPlayerController* pController = CCSPlayerController::FromSlot(j);
// Always transmit to themselves
if (!pController || pController->m_bIsHLTV || j == pInfo->m_nPlayerSlot.Get())
continue;
// Don't transmit other players' flashlights
CBarnLight* pFlashLight = pController->IsConnected() ? g_playerManager->GetPlayer(j)->GetFlashLight() : nullptr;
if (!g_cvarFlashLightTransmitOthers.Get() && pFlashLight)
pInfo->m_pTransmitEntity->Clear(pFlashLight->entindex());
if (g_cvarEnableEntWatch.Get() && g_pEWHandler->IsConfigLoaded())
{
// Don't transmit other players' entwatch hud
CPointWorldText* pHud = pController->IsConnected() ? g_playerManager->GetPlayer(j)->GetEntwatchHud() : nullptr;
if (pHud)
pInfo->m_pTransmitEntity->Clear(pHud->entindex());
}
// Always transmit other players if spectating
if (!g_cvarEnableHide.Get() || pSelfController->GetPawnState() == STATE_OBSERVER_MODE)
continue;
// Get the actual pawn as the player could be currently spectating
CCSPlayerPawn* pPawn = pController->GetPlayerPawn();
if (!pPawn)
continue;
// Do not hide leaders or item holders to other players
ZEPlayer* pOtherZEPlayer = g_playerManager->GetPlayer(j);
if (pSelfZEPlayer->ShouldBlockTransmit(j) && pOtherZEPlayer && !pOtherZEPlayer->IsLeader() && g_pEWHandler->FindItemInstanceByOwner(j, false, 0) == -1)
{
pInfo->m_pTransmitEntity->Clear(pPawn->entindex());
pInfo->m_pTransmitNonPlayers->Set(pPawn->entindex());
}
}
// Don't transmit glow model to it's owner
CBaseModelEntity* pGlowModel = pSelfZEPlayer->GetGlowModel();
if (pGlowModel)
pInfo->m_pTransmitEntity->Clear(pGlowModel->entindex());
}
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_DispatchConCommand(ICvar* pThis, ConCommandRef cmdHandle, const CCommandContext& ctx, const CCommand& args)
{
VPROF_BUDGET("CS2Fixes::Hook_DispatchConCommand", "ConCommands");
if (!g_pEntitySystem)
return {KHook::Action::Ignore};
auto iCommandPlayerSlot = ctx.GetPlayerSlot();
if (!g_cvarEnableCommands.Get())
return {KHook::Action::Ignore};
bool bSay = !V_stricmp(args.Arg(0), "say");
bool bTeamSay = !V_stricmp(args.Arg(0), "say_team");
if (iCommandPlayerSlot != -1 && (bSay || bTeamSay))
{
CCSPlayerController* pController = CCSPlayerController::FromSlot(iCommandPlayerSlot);
ZEPlayer* pPlayer = pController ? pController->GetZEPlayer() : nullptr;
// Block chat messages from players not fully ingame, can be interpreted as console messages
if (!pPlayer || !pPlayer->IsInGame())
{
Message("Blocked chat message from user ID %i not fully in game\n", g_pEngineServer2->GetPlayerUserId(iCommandPlayerSlot).Get());
return {KHook::Action::Supersede};
}
bool bGagged = pPlayer->IsGagged();
bool bFlooding = pPlayer->IsFlooding();
bool bIsAdmin = pPlayer->IsAdminFlagSet(ADMFLAG_GENERIC);
bool bAdminChat = bTeamSay && *args[1] == '@';
bool bSilent = *args[1] == '/' || bAdminChat;
bool bCommand = *args[1] == '!' || *args[1] == '/';
// Chat messages should generate events regardless
if (pController)
{
IGameEvent* pEvent = g_gameEventManager->CreateEvent("player_chat");
if (pEvent)
{
pEvent->SetBool("teamonly", bTeamSay);
pEvent->SetInt("userid", pController->GetPlayerSlot());
pEvent->SetString("text", args[1]);
g_gameEventManager->FireEvent(pEvent, true);
}
}
if (!bGagged && !bSilent && !bFlooding)
{
hookDispatchConCommand->CallOriginal(pThis, cmdHandle, ctx, args);
// Reset idle time if message is sent to chat
if (g_cvarIdleKickTime.Get() > 0.0f)
pPlayer->UpdateLastInputTime();
}
else if (bFlooding)
{
if (pController)
ClientPrint(pController, HUD_PRINTTALK, CHAT_PREFIX "You are flooding the server!");
}
else if (bAdminChat && GetGlobals()) // Admin chat can be sent by anyone but only seen by admins, use flood protection here too
{
// HACK: At this point, we can safely modify the arg buffer as it won't be passed anywhere else
// The string here is originally ("@foo bar"), trim it to be (foo bar)
char* pszMessage = (char*)(args.ArgS() + 2);
pszMessage[V_strlen(pszMessage) - 1] = 0;
for (int i = 0; i < GetGlobals()->maxClients; i++)
{
ZEPlayer* pPlayer = g_playerManager->GetPlayer(i);
if (!pPlayer)
continue;
if (i == iCommandPlayerSlot.Get() || pPlayer->IsAdminFlagSet(ADMFLAG_GENERIC))
ClientPrint(CCSPlayerController::FromSlot(i), HUD_PRINTTALK, " \4(%sADMINS) %s:\6 %s", bIsAdmin ? "" : "TO ", pController->GetPlayerName(), pszMessage);
}
}
// Finally, run the chat command if it is one, so anything will print after the player's message
if (bCommand)
{
char* pszMessage = (char*)(args.ArgS() + 1);
if (pszMessage[0] == '"' || pszMessage[0] == '!' || pszMessage[0] == '/')
pszMessage += 1;
// Host_Say at some point removes the trailing " for whatever reason, so we only remove if it was never called
if ((bGagged || bSilent || bFlooding) && pszMessage[V_strlen(pszMessage) - 1] == '"')
pszMessage[V_strlen(pszMessage) - 1] = '\0';
ParseChatCommand(pszMessage, pController);
}
return {KHook::Action::Supersede};
}
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_SwitchToLoop(IEngineServiceMgr* pThis, const char* pszLoopModeName, KeyValues* pKV, uint32 nId, const char* pszAddonName, bool bUnk)
{
if (pKV && !V_strcmp(pszLoopModeName, "levelload"))
{
g_pCfgParser->PreLevelLoad(pKV->GetString("levelname", ""));
g_pMapMigrations->PreLevelLoad(pKV->GetUint64("customgamemode", 0));
}
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_CreateWorkshopMapGroup(IGameTypes* pThis, const char* name, const CUtlStringList& mapList)
{
if (g_cvarVoteManagerEnable.Get() && g_pMapVoteSystem->IsMapListLoaded())
return KHook::Recall<void (IGameTypes::*)(const char*, const CUtlStringList&)>(nullptr, {KHook::Action::Ignore}, pThis, name, g_pMapVoteSystem->CreateWorkshopMapGroup());
return {KHook::Action::Ignore};
}
KHook::Return<int> Hook_LoadEventsFromFile(IGameEventManager2* pThis, const char* filename, bool bSearchAll)
{
ExecuteOnce(g_gameEventManager = pThis);
return {KHook::Action::Ignore};
}
KHook::Return<bool> Hook_ProcessVoiceData(CServerSideClient* pClient, const CCLCMsg_VoiceData_t& msg)
{
ZEPlayer* pPlayer = g_playerManager->GetPlayer(pClient->GetPlayerSlot());
if (!pPlayer)
return {KHook::Action::Ignore};
if (pPlayer->IsMuted())
return {KHook::Action::Supersede, true};
if (GetGlobals())
pPlayer->SetLastVoiceTime(GetGlobals()->curtime);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_SetGameSpawnGroupMgr(INetworkGameServer* pThis, IGameSpawnGroupMgr* pSpawnGroupMgr)
{
// This also resets our stored pointer on deletion, since null gets passed into this function, nice!
g_pSpawnGroupMgr = (CSpawnGroupMgrGameSystem*)pSpawnGroupMgr;
return {KHook::Action::Ignore};
}
CConVar<bool> g_cvarFixPhysicsPlayerShuffle("cs2f_shuffle_player_physics_sim", FCVAR_NONE, "Whether to enable shuffle player list in physics simulate", false);
struct TouchLinked_t
{
uint32_t TouchFlags;
private:
uint8_t padding_0[20];
public:
CBaseHandle SourceHandle;
CBaseHandle TargetHandle;
private:
uint8_t padding_1[224];
public:
[[nodiscard]] bool IsUnTouching() const
{
return !!(TouchFlags & 0x10);
}
[[nodiscard]] bool IsTouching() const
{
return (!!(TouchFlags & 4)) || (!!(TouchFlags & 8));
}
};
static_assert(sizeof(TouchLinked_t) == 256, "Touch_t size mismatch");
KHook::Return<void> Hook_GetTouchingList_Post(CVPhys2World* pThis, CUtlVector<TouchLinked_t>* pList, bool unknown)
{
if (!g_cvarFixPhysicsPlayerShuffle.Get() || pList->Count() <= 1)
return {KHook::Action::Ignore};
// [Kxnrl]
// seems it sorted by flags?
if (GetGlobals())
std::srand(GetGlobals()->tickcount);
// Fisher-Yates shuffle
std::vector<TouchLinked_t> touchingLinks;
std::vector<TouchLinked_t> unTouchLinks;
FOR_EACH_VEC(*pList, i)
{
const auto& link = pList->Element(i);
if (link.IsUnTouching())
unTouchLinks.push_back(link);
else
touchingLinks.push_back(link);
}
if (touchingLinks.size() <= 1)
return {KHook::Action::Ignore};
for (size_t i = touchingLinks.size() - 1; i > 0; --i)
{
const auto j = std::rand() % (i + 1);
std::swap(touchingLinks[i], touchingLinks[j]);
}
pList->Purge();
for (const auto& link : touchingLinks)
pList->AddToTail(link);
for (const auto& link : unTouchLinks)
pList->AddToTail(link);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_CheckMovingGround(CCSPlayer_MovementServices* pThis, double frametime)
{
CCSPlayerPawn* pPawn = pThis->GetPawn();
if (!pPawn || !GetGlobals())
return {KHook::Action::Ignore};
CCSPlayerController* pController = pPawn->GetOriginalController();
if (!pController)
return {KHook::Action::Ignore};
int iSlot = pController->GetPlayerSlot();
static int aPlayerTicks[MAXPLAYERS] = {0};
// The point of doing this is to avoid running the function (and applying/resetting basevelocity) multiple times per tick
// This can happen when the client or server lags
if (aPlayerTicks[iSlot] == GetGlobals()->tickcount)
return {KHook::Action::Supersede};
aPlayerTicks[iSlot] = GetGlobals()->tickcount;
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_DropWeapon_Post(CCSPlayer_WeaponServices* pThis, CBasePlayerWeapon* pWeapon, Vector* pVecTarget, Vector* pVelocity)
{
if (g_cvarEnableEntWatch.Get())
EW_DropWeapon(pThis, pWeapon);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_PlayerEquipUse(CGamePlayerEquip* pThis, InputData_t* pInput)
{
CGamePlayerEquipHandler::Use(pThis, pInput);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_PlayerEquipPrecache_Post(CGamePlayerEquip* pThis, CEntityPrecacheContext* param)
{
const auto kv = param->m_pKeyValues;
CGamePlayerEquipHandler::OnPrecache(pThis, kv);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_TriggerGravityPrecache_Post(CTriggerGravity* pThis, CEntityPrecacheContext* param)
{
const auto kv = param->m_pKeyValues;
CTriggerGravityHandler::OnPrecache(pThis, kv);
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_TriggerGravityEndTouch_Post(CTriggerGravity* pThis, CBaseEntity* pOther)
{
CTriggerGravityHandler::OnEndTouch(pThis, pOther);
return {KHook::Action::Ignore};
}
CConVar<bool> g_cvarDropMapWeapons("cs2f_drop_map_weapons", FCVAR_NONE, "Whether to force drop map-spawned weapons on death", false);
KHook::Return<bool> Hook_OnTakeDamage_Alive(CCSPlayerPawn* pPawn, CTakeDamageResult* pDamageResult)
{
if (g_cvarEnableZR.Get() && ZR_Hook_OnTakeDamage_Alive(pDamageResult->m_pOriginatingInfo, pPawn))
{
pDamageResult->m_bWasDamageSuppressed = true;
pDamageResult->m_flDamageDealt = 0.0f;
return {KHook::Action::Supersede, false};
}
// This is a shit place to be doing this, but player_death event is too late and there is no pre-hook alternative
// Check if this is going to kill the player
if (g_cvarDropMapWeapons.Get() && pPawn && pPawn->m_iHealth() <= 0)
{
if (g_cvarEnableEntWatch.Get())
{
CCSPlayerController* pController = pPawn->GetOriginalController();
if (pController)
EW_PlayerDeathPre(pController);
}
pPawn->DropMapWeapons();
}
return {KHook::Action::Ignore};
}
float g_fTeleportXAngle;
KHook::Return<void> Hook_CCSPlayerPawn_Teleport(CCSPlayerPawn* pPawn, const Vector* pPosition, const QAngle* pAngles, const Vector* pVelocity)
{
if (!pAngles)
return {KHook::Action::Ignore};
g_fTeleportXAngle = pAngles->x;
QAngle* pCastAngles = const_cast<QAngle*>(pAngles);
// Post-AG2, changing x or z angles via Teleport on a playermodel will bug out, go through SnapViewAngles for x later instead
pCastAngles->x = 0.0f;
pCastAngles->z = 0.0f;
return {KHook::Action::Ignore};
}
KHook::Return<void> Hook_CCSPlayerPawn_Teleport_Post(CCSPlayerPawn* pPawn, const Vector* pPosition, const QAngle* pAngles, const Vector* pVelocity)
{
if (!pAngles)
return {KHook::Action::Ignore};
// Revert the x edit, z should always be 0
QAngle* pCastAngles = const_cast<QAngle*>(pAngles);
pCastAngles->x = g_fTeleportXAngle;
pPawn->SnapViewAngles(pCastAngles);
return {KHook::Action::Ignore};
}