#include #include #include #include #include #include char **game_ptr; using cast_t = const void*(*)(const void*); cast_t cast_REDGameInfo_Battle; void world_to_screen(IDirect3DDevice9 *device, const D3DXVECTOR3 &in, D3DXVECTOR3 *out) { D3DVIEWPORT9 viewport; device->GetViewport(&viewport); const auto *game = *game_ptr; const auto *world = *(char**)(game + 0x50); const auto *world_info = **(char***)(world + 0x3C); const auto *game_info = *(char**)(world_info + 0x4A8); const auto *camera = *(char**)(game_info+0x428); D3DXVECTOR3 camera_pos; camera_pos.x = *(float*)(camera + 0x384); camera_pos.y = *(float*)(camera + 0x388); camera_pos.z = *(float*)(camera + 0x38C); D3DXVec3Subtract(out, &in, &camera_pos); const auto clipx = (float)(viewport.Width); const auto clipy = (float)(viewport.Height); out->x = (clipx / 2.F) - out->x * ((clipx / 2.F) / tan(54.F * 3.14159F / 360.F)) / out->y; out->y = (clipy / 2.F) + out->z * ((clipx / 2.F) / tan(54.F * 3.14159F / 360.F)) / out->y; } void draw_rect(IDirect3DDevice9 *device, float x1, float y1, float x2, float y2, D3DCOLOR color) { struct vertex { float x, y, z, rhw; DWORD color; }; vertex vertices[] = { { x1, y1, 0.F, 0.F, color }, { x1, y2, 0.F, 0.F, color }, { x2, y1, 0.F, 0.F, color }, { x2, y2, 0.F, 0.F, color }, }; device->SetRenderState(D3DRS_ALPHABLENDENABLE, true); device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device->SetPixelShader(nullptr); device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); device->SetTexture(0, nullptr); device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertices, sizeof(vertex)); } void draw_hitboxes(IDirect3DDevice9 *device, const char *pawn) { const auto posx = *(float*)(pawn + 0x54); const auto posy = *(float*)(pawn + 0x5C); const auto flip = *(float*)(pawn + 0x70); const auto *asw_data = *(char**)(pawn + 0x484); if (asw_data == nullptr) return; const auto *hitbox_data = *(char**)(asw_data + 0x58); if (hitbox_data == nullptr) return; const auto hurtbox_count = *(int*)(asw_data + 0xA0); const auto hitbox_count = *(int*)(asw_data + 0xA4); for (auto i = 0; i < hitbox_count + hurtbox_count; i++) { const auto type = *(int*)(hitbox_data); // Convert from Arcsys 2D engine coords to UE coords const auto box_x = posx + *(float*)(hitbox_data + 4) * .43F * -flip; const auto box_y = posy - *(float*)(hitbox_data + 8) * .43F - 20.F; const auto box_width = *(float*)(hitbox_data + 12) * .43F * -flip; const auto box_height = *(float*)(hitbox_data + 16) * .43F; D3DXVECTOR3 ul, lr; world_to_screen(device, D3DXVECTOR3(box_x, 0.F, box_y), &ul); world_to_screen(device, D3DXVECTOR3(box_x + box_width, 0.F, box_y - box_height), &lr); const auto inner_color = type == 0 ? D3DCOLOR_ARGB(64, 0, 255, 0) : D3DCOLOR_ARGB(64, 255, 0, 0); const auto outer_color = type == 0 ? D3DCOLOR_ARGB(255, 0, 255, 0) : D3DCOLOR_ARGB(255, 255, 0, 0); draw_rect(device, ul[0], ul[1], lr[0], lr[1], inner_color); draw_rect(device, ul[0], ul[1], ul[0] + 1, lr[1], outer_color); draw_rect(device, ul[0], ul[1], lr[0], ul[1] + 1, outer_color); draw_rect(device, lr[0], ul[1], lr[0] + 1, lr[1], outer_color); draw_rect(device, ul[0], lr[1], lr[0], lr[1] + 1, outer_color); hitbox_data += 20; } } using EndScene_t = HRESULT(__stdcall*)(IDirect3DDevice9*); EndScene_t orig_EndScene; HRESULT __stdcall hook_EndScene(IDirect3DDevice9 *device) { const auto *game = *game_ptr; if (game == nullptr) return orig_EndScene(device); const auto *world = *(char**)(game + 0x50); if (world == nullptr) return orig_EndScene(device); const auto *world_info = **(char***)(world + 0x3C); if (world_info == nullptr) return orig_EndScene(device); const auto *game_info = *(char**)(world_info + 0x4A8); if (game_info == nullptr) return orig_EndScene(device); // Make sure it's a REDGameInfo_Battle if (cast_REDGameInfo_Battle(game_info) == nullptr) return orig_EndScene(device); const auto *pawn1 = *(char**)(game_info+0x408); if (pawn1 == nullptr) return orig_EndScene(device); const auto *pawn2 = *(char**)(game_info+0x40C); if (pawn2 == nullptr) return orig_EndScene(device); draw_hitboxes(device, pawn1); draw_hitboxes(device, pawn2); return orig_EndScene(device); } bool get_module_bounds(const char *name, uintptr_t *start, uintptr_t *end) { const auto module = GetModuleHandle(name); if(module == nullptr) return false; MODULEINFO info; GetModuleInformation(GetCurrentProcess(), module, &info, sizeof(info)); *start = (uintptr_t)(info.lpBaseOfDll); *end = *start + info.SizeOfImage; return true; } uintptr_t sigscan(const char *name, const char *sig, const char *mask) { uintptr_t start, end; if (!get_module_bounds(name, &start, &end)) throw std::runtime_error("Module not loaded"); const auto last_scan = end - strlen(mask) + 1; for (auto addr = start; addr < last_scan; addr++) { for (size_t i = 0;; i++) { if (mask[i] == '\0') return addr; if (mask[i] != '?' && sig[i] != *(char*)(addr + i)) break; } } throw std::runtime_error("Sigscan failed"); } BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved ) { if (fdwReason != DLL_PROCESS_ATTACH) return FALSE; game_ptr = *(char***)(sigscan( "GuiltyGearXrd.exe", "\x8B\x0D\x00\x00\x00\x00\x89\x5C\x24\x20\xE8", "xx????xxxxx") + 0x2); const auto cast_ref = sigscan( "GuiltyGearXrd.exe", "\x8B\x88\x00\x00\x00\x00\x51\xC7\x44\x24\x00\x00\x00\x00\x00\xE8", "xx????xxxx?????x") + 0xF; cast_REDGameInfo_Battle = (cast_t)(cast_ref + *(intptr_t*)(cast_ref + 1) + 5); const auto *dev_vtable = *(void***)(sigscan( "d3d9.dll", "\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx") + 0x2); orig_EndScene = (EndScene_t)(DetourFunction( (byte*)(dev_vtable[42]), (byte*)(hook_EndScene))); return TRUE; }