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#include "winlite.h"
#undef _UNICODE
#include <interface.h>
#include "icvar.h"
#include "convar.h"
#include "detours.h"
#include "GMLuaModule.h"
extern "C"
{
#include "lua.h"
}
GMOD_MODULE(Init, Shutdown);
static ICvar *g_pCVar = NULL;
lua_State *(lua_newstateOriginal)(lua_Alloc, void *);
lua_State *(* lua_newstateDetour)(lua_Alloc, void *);
lua_State *(* lua_newstateTramp)(lua_Alloc, void *);
DETOUR_TRAMPOLINE_EMPTY(lua_State *(lua_newstateOriginal)(lua_Alloc, void *));
static lua_State *currentState = NULL;
lua_State *lua_newstateNew(lua_Alloc f, void *ud)
{
lua_State* L = lua_newstateOriginal(f, ud);
currentState = L;
return L;
}
typedef struct LoadS {
const char *s;
size_t size;
} LoadS;
static const char *getS (lua_State *L, void *ud, size_t *size) {
LoadS *ls = (LoadS *)ud;
(void)L;
if (ls->size == 0) return NULL;
*size = ls->size;
ls->size = 0;
return ls->s;
}
void LoadLua(const CCommand &command)
{
if(currentState == NULL)
return;
// util.RelativePathToFull( path )
lua_getglobal(currentState, "util");
lua_pushstring(currentState, "RelativePathToFull");
lua_gettable(currentState, -2);
lua_pushstring(currentState, command.ArgS());
if(lua_pcall(currentState, 1, 1, 0) != 0)
{
lua_pop(currentState, 1);
return;
}
const char *fullpath = lua_tostring(currentState, -1);
lua_pop(currentState, 2);
FILE *f = fopen(fullpath, "rb");
if(f == NULL)
return;
fseek(f, 0, SEEK_END);
long size = ftell(f);
rewind(f);
char *data = (char *)malloc(size);
fread(data, 1, size, f);
fclose(f);
// The game will think any calls from this code are coming from the base gamemodes cl_init.lua
//luaL_loadbuffer(currentState, data, size, "gamemodes\\base\\gamemode\\cl_init.lua");
LoadS ls;
ls.s = data;
ls.size = size;
lua_load(currentState, getS, &ls, "gamemodes\\base\\gamemode\\cl_init.lua");
lua_pcall(currentState, 0, 0, 0);
free(data);
}
static ConCommand *cmd;
int Init(void)
{
lua_newstateDetour = &lua_newstateNew;
lua_newstateTramp = &lua_newstateOriginal;
// Detour the lua_newstate function from lua_shared.dll so we can capture the lua_State when its created.
DetourFunctionWithEmptyTrampoline(*(PBYTE *) &lua_newstateTramp, (PBYTE) &lua_newstate, *(PBYTE *) &lua_newstateDetour);
g_pCVar = *(ICvar **)GetProcAddress(GetModuleHandleA("client.dll"), "cvar");
cmd = new ConCommand("lua_se2_load", LoadLua, "", FCVAR_UNREGISTERED);
g_pCVar->RegisterConCommand(cmd);
return 0;
}
int Shutdown(void)
{
DetourRemove(*(PBYTE*) &lua_newstateOriginal, *(PBYTE*) &lua_newstateDetour);
g_pCVar->UnregisterConCommand(cmd);
delete cmd;
return 0;
}
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