mumble/plugins/amongus/Game.cpp
Davide Beatrici f069abdf77 FIX(positional-audio): Update Among Us plugin to work with v2020.12.09s
The reason why the signature has to be stricter now is due to a very similar function being present at an earlier address:

il2cpp:10E99B02 83 C4 08          add     esp, 8
il2cpp:10E99B05 84 C0             test    al, al
il2cpp:10E99B07 74 39             jz      short loc_10E99B42
il2cpp:10E99B09 A1 AC 7C C5 11    mov     eax, HLBNNHFCNAJ__TypeInfo ; HLBNNHFCNAJ
il2cpp:10E99B0E 8B 40 5C          mov     eax, [eax+5Ch]
il2cpp:10E99B11 8B 38             mov     edi, [eax]

il2cpp:112CC4B8 83 C4 08          add     esp, 8
il2cpp:112CC4BB 84 C0             test    al, al
il2cpp:112CC4BD 74 39             jz      short loc_112CC4F8
il2cpp:112CC4BF A1 54 7F C5 11    mov     eax, FMLLKEACGIO__TypeInfo ; FMLLKEACGIO
il2cpp:112CC4C4 8B 40 5C          mov     eax, [eax+5Ch]
il2cpp:112CC4C7 8B 00             mov     eax, [eax]

FMLLKEACGIO is AmongUsClient, the object we need.

See https://wiki.weewoo.net/wiki/Translations for more info on the obfuscated names.
2021-01-01 21:16:18 +01:00

87 lines
2.4 KiB
C++

// Copyright 2020 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.
#include "Game.h"
#include "mumble_plugin_utils.h"
Game::Game(const procid_t id, const std::string name) : m_ok(false), m_proc(id, name) {
if (!m_proc.isOk()) {
return;
}
const auto &modules = m_proc.modules();
const auto iter = modules.find("GameAssembly.dll");
if (iter == modules.cend()) {
return;
}
// 74 39 jz short loc_????????
// A1 ?? ?? ?? ?? mov eax, AmongUsClient_c **
// 8B 40 5C mov eax, [eax+5Ch]
// 8B 00 mov eax, [eax]
const std::vector< uint8_t > clientPattern = { 0x74, 0x39, 0xA1, '?', '?', '?', '?', 0x8B, 0x40, 0x5C, 0x8B, 0x00 };
m_client = m_proc.findPattern(clientPattern, iter->second);
if (!m_client) {
return;
}
// +3 in order to skip to the memory address we actually care about
m_client = m_proc.peekPtr(m_proc.peekPtr(m_client + 3));
if (!m_client) {
return;
}
const auto clientC = m_proc.peek< AmongUsClient_c >(m_client);
if (!clientC.staticFields) {
return;
}
const auto clientStaticFields = m_proc.peek< AmongUsClient_StaticFields >(clientC.staticFields);
if (!clientStaticFields.instance) {
return;
}
m_client = clientStaticFields.instance;
const auto fields = clientFields();
const auto playerControlO = m_proc.peek< PlayerControl_o >(fields.playerPrefab);
if (!playerControlO.klass) {
return;
}
const auto playerControlC = m_proc.peek< PlayerControl_c >(playerControlO.klass);
if (!playerControlC.staticFields) {
return;
}
m_playerControlStaticFields = playerControlC.staticFields;
m_ok = true;
}
PlayerControl_Fields Game::playerControlFields() {
const auto playerControlStaticFields = m_proc.peek< PlayerControl_StaticFields >(m_playerControlStaticFields);
if (playerControlStaticFields.localPlayer) {
return m_proc.peek< PlayerControl_o >(playerControlStaticFields.localPlayer).fields;
}
return {};
}
std::string Game::string(const procptr_t address) {
const auto object = m_proc.peek< String_o >(address);
std::u16string string;
string.resize(object.fields.length);
if (m_proc.peek(address + sizeof(object), &string[0], sizeof(char16_t) * string.size())) {
return utf16ToUtf8(string.data());
}
return {};
}