#pragma once #include "rvas.h" #include 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); 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_AddTutorialText)(void*, void*, const char*, float, unsigned int, bool, void*); // CommandBarClass::Add_Tutorial_Text (inner) typedef void (*fn_RemoveTutorialText)(void*, const char*); // CommandBarClass::Remove_Tutorial_Text typedef void (*fn_DebugPrint)(const char*); // Debug_Print // Scripting internals (LuaUserVar) -- usable by any wrapper module typedef void (*fn_RegisterMember)(void* uservar, const char* name, void* fn_ptr); // LuaUserVar::Register_Member typedef void* (*fn_ReturnVariable)(void* uservar, void* lua_var); // LuaUserVar::Return_Variable(LuaVar*) -> LuaTable* // Game Object Type Wrapper internals typedef void* (*fn_GotWrapperCtor)(void* this_wrapper); // GameObjectTypeWrapper::GameObjectTypeWrapper() typedef void* (*fn_LuaUserVarCtor)(void* this_ptr, int param, bool flag); // LuaUserVar::LuaUserVar(int, bool) // GameObjectTypeClass::TextNameID is accessed via field offset (always inlined by compiler) typedef void* (*fn_GameTextGet)(void* game_text, void* text_id_str, bool insert); // GameTextClass::Get(basic_string*, bool) -- returns wstring* // 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_AddTutorialText pfn_add_tutorial_text; extern fn_RemoveTutorialText pfn_remove_tutorial_text; extern void* g_command_bar; extern fn_DebugPrint pfn_debug_print; extern fn_RegisterMember pfn_register_member; extern fn_ReturnVariable pfn_return_variable; extern fn_GotWrapperCtor real_got_wrapper_ctor; extern fn_LuaUserVarCtor pfn_lua_uservar_ctor; extern size_t g_text_name_id_offset; extern fn_GameTextGet pfn_game_text_get; extern void* g_the_game_text; extern const LuaRVAs* g_rvas; extern uintptr_t g_base; 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); // Creates a LuaValue> from a std::string. // Reproduces the inlined constructor pattern using per-executable layout constants. void* CreateLuaValueString(const std::string& str); bool LuaHook_Init(); void LuaHook_Shutdown();