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3 Commits

Author SHA1 Message Date
952c233592 Rename to FoCAPI 2026-03-01 17:10:27 -06:00
f7024acd8b Add Get_All_Players() Lua function 2026-03-01 16:36:37 -06:00
7d642a8441 Ignore .claude 2026-03-01 16:36:24 -06:00
14 changed files with 380 additions and 100 deletions

2
.gitignore vendored
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@@ -2,8 +2,8 @@ x64/
powrprof/
.vscode/
.vs/
.claude/
*.vcxproj.filters
*.vcxproj.user
# Prerequisites

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@@ -1,4 +1,4 @@
# SWEaW Hooks
# FoCAPI
## Project Overview
@@ -17,3 +17,11 @@ This project is a hook API for Star Wars: Empire at War: Forces of Corruption to
## Empire at War Lua Scripting Engine
The source code for the Lua scripting engine in Empire at War was leaked at: https://github.com/PetroglyphGames/GlyphX-Reference. Use this as a guide for what Lua functions and variables are already available, and how the engine hooks Lua scripting into the rest of the game. No other engine source code is available.
## Adding a New Lua Function
1. Create `functions/<module>.cpp` — implement `L_*` function(s) and `Register_<Module>(lua_State* L)`
2. Add `void Register_<Module>(lua_State* L);` to `functions/functions.h`
3. Add `Register_<Module>(L);` to `functions/functions.cpp`
4. Add new RVAs (if needed) to `rvas.h` in the relevant section, for each supported executable
5. Add `functions\<module>.cpp` to `FoCAPI.vcxproj` and `FoCAPI.vcxproj.filters`

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@@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36127.28 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SWEAW Hooks", "SWEAW Hooks.vcxproj", "{F2C4477F-C9F1-4AF0-A04C-9D6ADD14E783}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "FoCAPI", "FoCAPI.vcxproj", "{F2C4477F-C9F1-4AF0-A04C-9D6ADD14E783}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@@ -22,7 +22,7 @@
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{f2c4477f-c9f1-4af0-a04c-9d6add14e783}</ProjectGuid>
<RootNamespace>SWEAWHooks</RootNamespace>
<RootNamespace>FoCAPI</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>powrprof</ProjectName>
</PropertyGroup>
@@ -83,7 +83,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;_DEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -100,7 +100,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;NDEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -115,7 +115,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -134,7 +134,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -150,11 +150,16 @@
<ItemGroup>
<ClInclude Include="lua_hook.h" />
<ClInclude Include="proxy.h" />
<ClInclude Include="rvas.h" />
<ClInclude Include="functions\functions.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp" />
<ClCompile Include="lua_hook.cpp" />
<ClCompile Include="proxy.cpp" />
<ClCompile Include="functions\functions.cpp" />
<ClCompile Include="functions\file_io.cpp" />
<ClCompile Include="functions\players.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="powrprof.def" />

65
FoCAPI.vcxproj.filters Normal file
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@@ -0,0 +1,65 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="functions">
<UniqueIdentifier>{B3D2F8A1-4E7C-4D9A-8F23-1C5A6E2B9D47}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Functions">
<UniqueIdentifier>{2e9ee1bb-cc3a-49e1-8942-619ea103a1bd}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Functions">
<UniqueIdentifier>{590318ee-4f40-4183-bc33-5ee14f70c131}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="lua_hook.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="proxy.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="rvas.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="functions\functions.h">
<Filter>Header Files\Functions</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="proxy.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="lua_hook.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="functions\players.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\file_io.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\functions.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="powrprof.def">
<Filter>Source Files</Filter>
</None>
</ItemGroup>
</Project>

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@@ -1,4 +1,4 @@
# SWEaW Hooks
# FoCAPI
A powrprof.dll hook which adds custom Lua functions to Forces of Corruption.
@@ -10,3 +10,4 @@ Currently only works with the debug kit `StarWarsI.exe`; `StarWarsG.exe` support
## Functions
- Global `WriteToFile(str a, str b)` - Appends a line of text `b` to the file name `a` in the game directory.
- Global `Get_All_Players()` - Returns a 1-based Lua table of all active players, iterable with `ipairs()`. Each entry is the same PlayerWrapper type returned by `Find_Player()`.

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@@ -12,8 +12,9 @@ BOOL WINAPI DllMain(HINSTANCE hinstDll, DWORD fdwReason, LPVOID lpvReserved) {
}
if (!LuaHook_Init()) {
OutputDebugStringA("[SWEAW Hooks] WARNING: LuaHook_Init() failed - Lua hooks are not active.\n");
OutputDebugStringA("[FoCAPI] WARNING: LuaHook_Init() failed - Lua hooks are not active.\n");
}
break;
case DLL_PROCESS_DETACH:

37
functions/file_io.cpp Normal file
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@@ -0,0 +1,37 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
// WriteToFile(path, text) - appends text to a file
static int L_WriteToFile(lua_State* L) {
const char* path = pfn_tostring(L, 1);
const char* text = pfn_tostring(L, 2);
if (!path || !text) {
return 0;
}
HANDLE hFile = CreateFileA(
path,
GENERIC_WRITE,
FILE_SHARE_READ,
NULL,
OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL,
NULL);
if (hFile != INVALID_HANDLE_VALUE) {
DWORD written;
SetFilePointer(hFile, 0, NULL, FILE_END);
WriteFile(hFile, text, lstrlenA(text), &written, NULL);
WriteFile(hFile, "\n", 1, &written, NULL);
CloseHandle(hFile);
}
return 0;
}
void Register_FileIO(lua_State* L) {
register_global(L, "WriteToFile", L_WriteToFile);
}

13
functions/functions.cpp Normal file
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@@ -0,0 +1,13 @@
#include "functions.h"
// To add a new Lua function module:
// 1. Create functions/<module>.cpp with L_* implementation(s) and Register_<Module>()
// 2. Declare void Register_<Module>(lua_State* L); in functions.h
// 3. Call Register_<Module>(L); below
// 4. Add new RVAs (if needed) to rvas.h in the relevant section
// 5. Add functions\<module>.cpp to FoCAPI.vcxproj and .vcxproj.filters
void Register_All(lua_State* L) {
Register_FileIO(L);
Register_Players(L);
}

12
functions/functions.h Normal file
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@@ -0,0 +1,12 @@
#pragma once
struct lua_State;
// Registers all custom Lua functions into the given state.
// Called once per lua_open() from Hook_lua_open().
void Register_All(lua_State* L);
// Per-module registration functions.
// Each checks its own required function pointer guards before registering.
void Register_FileIO(lua_State* L);
void Register_Players(lua_State* L);

71
functions/players.cpp Normal file
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@@ -0,0 +1,71 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
// Offsets for reading PlayersByID count directly from the PlayerList object.
// PlayersByID (DynamicVectorClass) is at +0x18 within PlayerListClass.
// The active count field is at +0x10 within DynamicVectorClass.
static constexpr int OFFSET_PLAYERS_BY_ID = 0x18;
static constexpr int OFFSET_VECTOR_COUNT = 0x10;
// Get_All_Players() - returns a 1-based Lua table of PlayerWrappers for all players,
// iterable with ipairs(). Identical wrapper type to Find_Player().
static int L_Get_All_Players(lua_State* L) {
int count = *(int*)((char*)g_player_list + OFFSET_PLAYERS_BY_ID + OFFSET_VECTOR_COUNT);
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: PlayersByID count = %d\n", count);
pfn_debug_print(msg);
}
if (count <= 0 || count > 64) {
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: count out of expected range, aborting\n");
pfn_newtable(L);
return 1;
}
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling Get_Script_From_State\n");
void* script = pfn_get_script_from_state(L);
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: script = %p\n", script);
pfn_debug_print(msg);
}
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling lua_newtable\n");
pfn_newtable(L);
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_newtable OK\n");
for (int i = 0; i < count; i++) {
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: Get_Player_By_Index(%d)\n", i);
pfn_debug_print(msg);
}
void* player = pfn_get_player_by_index(g_player_list, i);
if (!player) continue;
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: PlayerWrapper::Create\n");
void* wrapper = pfn_player_wrapper_create(player, script);
if (pfn_debug_print) {
char msg[128];
wsprintfA(msg, "[FoCAPI] Get_All_Players: wrapper = %p, player = %p\n", wrapper, player);
pfn_debug_print(msg);
}
if (!wrapper) continue;
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: Map_Var_To_Lua\n");
pfn_map_var_to_lua(L, wrapper);
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_rawseti\n");
pfn_rawseti(L, -2, i + 1);
}
return 1;
}
void Register_Players(lua_State* L) {
if (!pfn_map_var_to_lua || !pfn_newtable || !pfn_rawseti) return;
register_global(L, "Get_All_Players", L_Get_All_Players);
}

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@@ -1,4 +1,5 @@
#include "lua_hook.h"
#include "functions/functions.h"
#include "minhook/include/MinHook.h"
#include <windows.h>
@@ -8,69 +9,28 @@
#pragma comment(lib, "MinHook.x86.lib")
#endif
// Opaque Lua state - never dereferenced, just passed around
struct lua_State;
typedef int (*lua_CFunction)(lua_State*);
// Function pointer types
typedef lua_State* (*fn_lua_open)();
typedef void (*fn_lua_pushstring)(lua_State*, const char*);
typedef void (*fn_lua_pushcclosure)(lua_State*, lua_CFunction, int);
typedef void (*fn_lua_settable)(lua_State*, int);
typedef const char* (*fn_lua_tostring)(lua_State*, int);
// Resolved function pointers
static fn_lua_open real_lua_open = nullptr;
static fn_lua_pushstring pfn_pushstring = nullptr;
static fn_lua_pushcclosure pfn_pushcclosure = nullptr;
static fn_lua_settable pfn_settable = nullptr;
static fn_lua_tostring pfn_tostring = nullptr;
fn_lua_open real_lua_open = nullptr;
fn_lua_pushstring pfn_pushstring = nullptr;
fn_lua_pushcclosure pfn_pushcclosure = nullptr;
fn_lua_settable pfn_settable = nullptr;
fn_lua_tostring pfn_tostring = nullptr;
fn_lua_tonumber pfn_tonumber = nullptr;
fn_lua_newtable pfn_newtable = nullptr;
fn_lua_rawseti pfn_rawseti = nullptr;
fn_GetPlayerByIndex pfn_get_player_by_index = nullptr;
void* g_player_list = nullptr;
fn_PlayerWrapperCreate pfn_player_wrapper_create = nullptr;
fn_GetScriptFromState pfn_get_script_from_state = nullptr;
fn_MapVarToLua pfn_map_var_to_lua = nullptr;
fn_DebugPrint pfn_debug_print = nullptr;
// Helper, equivalent of lua_setglobal
static void register_global(lua_State* L, const char* name, lua_CFunction fn) {
void register_global(lua_State* L, const char* name, lua_CFunction fn) {
pfn_pushstring(L, name);
pfn_pushcclosure(L, fn, 0);
pfn_settable(L, LUA_GLOBALSINDEX);
}
// =========================
// Custom Lua file functions
// =========================
// WriteToFile(path, text) - appends text to a file
static int L_WriteToFile(lua_State* L) {
const char* path = pfn_tostring(L, 1);
const char* text = pfn_tostring(L, 2);
if (!path || !text) {
return 0;
}
HANDLE hFile = CreateFileA(
path,
GENERIC_WRITE,
FILE_SHARE_READ,
NULL,
OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL,
NULL);
if (hFile != INVALID_HANDLE_VALUE) {
DWORD written;
SetFilePointer(hFile, 0, NULL, FILE_END);
WriteFile(hFile, text, lstrlenA(text), &written, NULL);
WriteFile(hFile, "\n", 1, &written, NULL);
CloseHandle(hFile);
}
return 0;
}
// =========================
// Hooks
// =========================
// Fired every time the game creates a new Lua state
static lua_State* Hook_lua_open() {
lua_State* L = real_lua_open();
@@ -79,8 +39,9 @@ static lua_State* Hook_lua_open() {
return L;
}
// Register custom Lua functions
register_global(L, "WriteToFile", L_WriteToFile);
Register_All(L);
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Lua state initialized\n");
return L;
}
@@ -103,10 +64,29 @@ bool LuaHook_Init() {
uintptr_t base = (uintptr_t)GetModuleHandleA(nullptr);
pfn_pushstring = (fn_lua_pushstring)(base + rvas->lua_pushstring);
pfn_pushstring = (fn_lua_pushstring)(base + rvas->lua_pushstring);
pfn_pushcclosure = (fn_lua_pushcclosure)(base + rvas->lua_pushcclosure);
pfn_settable = (fn_lua_settable)(base + rvas->lua_settable);
pfn_tostring = (fn_lua_tostring)(base + rvas->lua_tostring);
pfn_settable = (fn_lua_settable)(base + rvas->lua_settable);
pfn_tostring = (fn_lua_tostring)(base + rvas->lua_tostring);
if (rvas->lua_tonumber && rvas->get_player_by_index && rvas->player_list &&
rvas->player_wrapper_create && rvas->get_script_from_state && rvas->map_var_to_lua)
{
pfn_tonumber = (fn_lua_tonumber)(base + rvas->lua_tonumber);
pfn_get_player_by_index = (fn_GetPlayerByIndex)(base + rvas->get_player_by_index);
g_player_list = (void*)(base + rvas->player_list);
pfn_player_wrapper_create = (fn_PlayerWrapperCreate)(base + rvas->player_wrapper_create);
pfn_get_script_from_state = (fn_GetScriptFromState)(base + rvas->get_script_from_state);
pfn_map_var_to_lua = (fn_MapVarToLua)(base + rvas->map_var_to_lua);
}
if (rvas->debug_print)
pfn_debug_print = (fn_DebugPrint)(base + rvas->debug_print);
if (rvas->lua_newtable && rvas->lua_rawseti) {
pfn_newtable = (fn_lua_newtable)(base + rvas->lua_newtable);
pfn_rawseti = (fn_lua_rawseti)(base + rvas->lua_rawseti);
}
void* const target = (void*)(base + rvas->lua_open);

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@@ -1,33 +1,44 @@
#pragma once
#include <cstdint>
#include "rvas.h"
struct LuaRVAs {
uintptr_t lua_open;
uintptr_t lua_pushstring;
uintptr_t lua_pushcclosure;
uintptr_t lua_settable;
uintptr_t lua_tostring;
};
struct lua_State;
typedef int (*lua_CFunction)(lua_State*);
// StarWarsI.exe -- debug kit, PDB available
constexpr LuaRVAs RVAs_StarWarsI = {
0x12AB790, // lua_open
0x12AC930, // lua_pushstring
0x12AC6E0, // lua_pushcclosure
0x12AD020, // lua_settable
0x12AD430, // lua_tostring
};
// Function pointer types
typedef lua_State* (*fn_lua_open)();
typedef void (*fn_lua_pushstring)(lua_State*, const char*);
typedef void (*fn_lua_pushcclosure)(lua_State*, lua_CFunction, int);
typedef void (*fn_lua_settable)(lua_State*, int);
typedef const char* (*fn_lua_tostring)(lua_State*, int);
typedef double (*fn_lua_tonumber)(lua_State*, int);
typedef void (*fn_lua_newtable)(lua_State*);
typedef void (*fn_lua_rawseti)(lua_State*, int, int);
typedef void* (*fn_GetPlayerByIndex)(void*, int); // PlayerListClass::Get_Player_By_Index
typedef void* (*fn_PlayerWrapperCreate)(void*, void*); // PlayerWrapper::Create(PlayerClass*, LuaScriptClass*)
typedef void* (*fn_GetScriptFromState)(lua_State*); // LuaScriptClass::Get_Script_From_State
typedef void (*fn_MapVarToLua)(lua_State*, void*); // LuaScriptClass::Map_Var_To_Lua (static)
typedef void (*fn_DebugPrint)(const char*); // Debug_Print
// StarWarsG.exe -- client binary, no PDB
constexpr LuaRVAs RVAs_StarWarsG = {
0x07b8930, // lua_open
0x07b9540, // lua_pushstring
0x07b9340, // lua_pushcclosure
0x07b9a60, // lua_settable
0x07b9cc0, // lua_tostring
};
// Resolved function pointers (defined in lua_hook.cpp)
extern fn_lua_open real_lua_open;
extern fn_lua_pushstring pfn_pushstring;
extern fn_lua_pushcclosure pfn_pushcclosure;
extern fn_lua_settable pfn_settable;
extern fn_lua_tostring pfn_tostring;
extern fn_lua_tonumber pfn_tonumber;
extern fn_lua_newtable pfn_newtable;
extern fn_lua_rawseti pfn_rawseti;
extern fn_GetPlayerByIndex pfn_get_player_by_index;
extern void* g_player_list;
extern fn_PlayerWrapperCreate pfn_player_wrapper_create;
extern fn_GetScriptFromState pfn_get_script_from_state;
extern fn_MapVarToLua pfn_map_var_to_lua;
extern fn_DebugPrint pfn_debug_print;
constexpr int LUA_GLOBALSINDEX = -10001;
// Equivalent of lua_setglobal — registers a C function in the Lua global table
void register_global(lua_State* L, const char* name, lua_CFunction fn);
bool LuaHook_Init();
void LuaHook_Shutdown();

76
rvas.h Normal file
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@@ -0,0 +1,76 @@
#pragma once
#include <cstdint>
struct LuaRVAs {
// --- Lua Core ---
uintptr_t lua_open;
uintptr_t lua_pushstring;
uintptr_t lua_pushcclosure;
uintptr_t lua_settable;
uintptr_t lua_tostring;
uintptr_t lua_tonumber;
uintptr_t lua_newtable;
uintptr_t lua_rawseti;
// --- Players ---
uintptr_t get_player_by_index; // PlayerListClass::Get_Player_By_Index
uintptr_t player_list; // PlayerList global object (data, not a function)
uintptr_t player_wrapper_create; // PlayerWrapper::Create (static)
// --- Scripts ---
uintptr_t get_script_from_state; // LuaScriptClass::Get_Script_From_State (static)
uintptr_t map_var_to_lua; // LuaScriptClass::Map_Var_To_Lua (member)
// --- Debug ---
uintptr_t debug_print; // Debug_Print(char*)
};
// StarWarsI.exe -- debug kit, PDB available
constexpr LuaRVAs RVAs_StarWarsI = {
// --- Lua Core ---
0x12AB790, // lua_open
0x12AC930, // lua_pushstring
0x12AC6E0, // lua_pushcclosure
0x12AD020, // lua_settable
0x12AD430, // lua_tostring
0x12AD300, // lua_tonumber
0x12AC460, // lua_newtable
0x12ACD70, // lua_rawseti
// --- Players ---
0x06FA990, // PlayerListClass::Get_Player_By_Index
0x1913158, // PlayerList global object
0x0F12010, // PlayerWrapper::Create
// --- Scripts ---
0x0537BB0, // LuaScriptClass::Get_Script_From_State
0x0536FE0, // LuaScriptClass::Map_Var_To_Lua
// --- Debug ---
0x0476AE0, // Debug_Print
};
// StarWarsG.exe -- client binary, no PDB
constexpr LuaRVAs RVAs_StarWarsG = {
// --- Lua Core ---
0x07b8930, // lua_open
0x07b9540, // lua_pushstring
0x07b9340, // lua_pushcclosure
0x07b9a60, // lua_settable
0x07b9cc0, // lua_tostring
0, // lua_tonumber (TODO)
0, // lua_newtable (TODO)
0, // lua_rawseti (TODO)
// --- Players ---
0, // PlayerListClass::Get_Player_By_Index (TODO)
0, // PlayerList global object (TODO)
0, // PlayerWrapper::Create (TODO)
// --- Scripts ---
0, // LuaScriptClass::Get_Script_From_State (TODO)
0, // LuaScriptClass::Map_Var_To_Lua (TODO)
// --- Debug ---
0, // Debug_Print (TODO)
};