1
This commit is contained in:
tetosama 2024-01-22 02:19:03 -05:00
parent 6cc81b13c4
commit b1ad8316b7
17 changed files with 871 additions and 1 deletions

63
.gitattributes vendored Normal file
View File

@ -0,0 +1,63 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

363
.gitignore vendored Normal file
View File

@ -0,0 +1,363 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Oo]ut/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd

21
LICENSE.txt Normal file
View File

@ -0,0 +1,21 @@
MIT License
Copyright (c) [year] [fullname]
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

0
Mods/RarePal/Enabled.txt Normal file
View File

View File

@ -0,0 +1,4 @@
ExecuteAsync(function()
GameSettingInstance = FindFirstOf("PalGameSetting")
GameSettingInstance.RarePal_AppearanceProbability = 100.0
end)

0
Mods/mods.txt Normal file
View File

BIN
PalServerUE4SSLauncher.exe Normal file

Binary file not shown.

View File

@ -1 +1,9 @@
# Palworld-Server-Modding # PalServerModding
**Install**
1. Put ```PalServerUE4SSLauncher.exe```, ```ue4ss.dll```, ```UE4SS-settings.ini```, ```UE4SS_Signatures```, and ```Mods``` folder into ```PalServer\Pal\Binaries\Win64\```<br>
2. Launch PalServerUE4SSLauncher.exe<br>
Source code included in the folder. An example mod for 100% rare pal provided.
Signatures was from [Palworld-Tools](https://github.com/NattKh/PalWorld-Tools) By NattKh

134
UE4SS-settings.ini Normal file
View File

@ -0,0 +1,134 @@
[Overrides]
; Path to the 'Mods' folder
; Default: <dll_directory>/Mods
ModsFolderPath =
[General]
EnableHotReloadSystem = 0
; Whether caches will be invalidated if ue4ss.dll has changed
; Default: 1
InvalidateCacheIfDLLDiffers = 1
; The maximum number attempts the scanner will try before erroring out if an aob isn't found
; Default: 60
MaxScanAttemptsNormal = 60
; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found
; Default: 2000
MaxScanAttemptsModular = 2500
; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray.
; Setting this to false can help if you're experiencing a crash on startup.
; Default: true
bUseUObjectArrayCache = true
[EngineVersionOverride]
MajorVersion =
MinorVersion =
[ObjectDumper]
; Whether to force all assets to be loaded before dumping objects
; WARNING: Can require multiple gigabytes of extra memory
; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
; Default: 0
LoadAllAssetsBeforeDumpingObjects = 0
[CXXHeaderGenerator]
; Whether to property offsets and sizes
; Default: 1
DumpOffsetsAndSizes = 1
; Whether memory layouts of classes and structs should be accurate
; This must be set to 1, if you want to use the generated headers in an actual C++ project
; When set to 0, padding member variables will not be generated
; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY!
; Default: 0
KeepMemoryLayout = 0
; Whether to force all assets to be loaded before generating headers
; WARNING: Can require multiple gigabytes of extra memory
; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
; Default: 0
LoadAllAssetsBeforeGeneratingCXXHeaders = 0
[UHTHeaderGenerator]
; Whether to skip generating packages that belong to the engine
; Some games make alterations to the engine and for those games you might want to set this to 0
; Default: 0
IgnoreAllCoreEngineModules = 0
; Whether to skip generating the "Engine" and "CoreUObject" packages
; Default: 1
IgnoreEngineAndCoreUObject = 1
; Whether to force all UFUNCTION macros to have "BlueprintCallable"
; Note: This will cause some errors in the generated headers that you will need to manually fix
; Default: 1
MakeAllFunctionsBlueprintCallable = 1
; Whether to force all UPROPERTY macros to have "BlueprintReadWrite"
; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)"
; Default: 1
MakeAllPropertyBlueprintsReadWrite = 1
; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8
; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit
; Default: 1
MakeEnumClassesBlueprintType = 1
; Whether to force "Config = Engine" on all UCLASS macros that use either one of:
; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig"
; Default: 1
MakeAllConfigsEngineConfig = 1
[Debug]
; Whether to enable the external UE4SS debug console.
ConsoleEnabled = 1
GuiConsoleEnabled = 1
GuiConsoleVisible = 1
; Multiplier for Font Size within the Debug Gui
; Default: 1
GuiConsoleFontScaling = 1
; The API that will be used to render the GUI debug window.
; Valid values (case-insensitive): dx11, d3d11, opengl
; Default: opengl
GraphicsAPI = opengl
; How many objects to put in each group in the live view.
; A lower number means more groups but less lag when a group is open.
; A higher number means less groups but more lag when a group is open.
; Default: 32768
LiveViewObjectsPerGroup = 32768
[Threads]
; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max)
; If the game is modular then multi-threading will always be off regardless of the settings in this file
; Min: 1
; Max: 4294967295
; Default: 8
SigScannerNumThreads = 8
; The minimum size that a module has to be in order for multi-threading to be enabled
; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads
; Min: 0
; Max: 4294967295
; Default: 16777216
SigScannerMultithreadingModuleSizeThreshold = 16777216
[Memory]
; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen.
; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue.
; Default: 85
MaxMemoryUsageDuringAssetLoading = 80
[Hooks]
HookProcessInternal = 1
HookProcessLocalScriptFunction = 1
HookInitGameState = 1
HookCallFunctionByNameWithArguments = 1
HookBeginPlay = 1
HookLocalPlayerExec = 1
FExecVTableOffsetInLocalPlayer = 0x28

View File

@ -0,0 +1,57 @@
#include <cstdio>
#include <string>
#include <windows.h>
#include <iostream>
int main(int argc, wchar_t* argv[])
{
std::string ue4ss = "UE4SS.dll";
STARTUPINFOA* si = (STARTUPINFOA*)calloc(1, sizeof(STARTUPINFOA));
PROCESS_INFORMATION* pi = (PROCESS_INFORMATION*)calloc(1, sizeof(PROCESS_INFORMATION));
if (!si || !pi) {
printf("Failed To Allocate Memory");
return EXIT_FAILURE;
}
si->cb = sizeof(STARTUPINFOA);
CreateProcessA("PalServer-Win64-Test-Cmd.exe", NULL, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, si, pi);
printf("Process Created, trying to inject dll...\n");
LPVOID alloc = VirtualAllocEx(pi->hProcess, NULL, ue4ss.size(), MEM_RESERVE | MEM_COMMIT, PAGE_EXECUTE_READWRITE);
if (alloc) {
int write = WriteProcessMemory(pi->hProcess, alloc, ue4ss.c_str(), ue4ss.size(), NULL);
if (write != 0) {
HANDLE thread = CreateRemoteThread(pi->hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)LoadLibraryA, alloc, 0, NULL);
if (thread) {
WaitForSingleObject(thread, 5000);
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
printf("DLL Injected");
ResumeThread(pi->hThread);
printf("Server Started!");
WaitForSingleObject(pi->hProcess, INFINITE);
}
else {
printf("Failed To Create Thread");
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
}
}
else {
printf("Failed To Write DLL");
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
}
}
else {
printf("Failed To Allocate Memory");
}
CloseHandle(pi->hProcess);
CloseHandle(pi->hThread);
free(si);
free(pi);
fflush(stdout);
return EXIT_SUCCESS;
}

View File

@ -0,0 +1,31 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.8.34511.84
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PalServerUE4SSLauncher", "PalServerUE4SSLauncher.vcxproj", "{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x64.ActiveCfg = Debug|x64
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x64.Build.0 = Debug|x64
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x86.ActiveCfg = Debug|Win32
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x86.Build.0 = Debug|Win32
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x64.ActiveCfg = Release|x64
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x64.Build.0 = Release|x64
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x86.ActiveCfg = Release|Win32
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {4D0AD3C2-9065-4757-B453-EEBDEAA2094C}
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,135 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{2c44b98c-f47a-4d2c-ba30-5a4d1885e533}</ProjectGuid>
<RootNamespace>PalServerUE4SSLauncher</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="PalServerUE4SSLauncher.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,22 @@
<?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>
</ItemGroup>
<ItemGroup>
<ClCompile Include="PalServerUE4SSLauncher.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,7 @@
function Register()
return "48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 89 54 24 20 33 C9"
end
function OnMatchFound(MatchAddress)
return MatchAddress
end

View File

@ -0,0 +1,13 @@
function Register()
return "C 3/3 3/C 0/4 8/8 D/5 4/2 4/2 0/4 8/8 B/C F/4 8/8 9/4 4/2 4/2 0/4 8/8 9/4 4/2 4/2 8/E 8"
end
function OnMatchFound(MatchAddress)
local AOBSize = 22
local CallInstr = MatchAddress + AOBSize - 1
local InstrSize = 5
local NextInstr = CallInstr + InstrSize
local Offset = DerefToInt32(CallInstr + 1)
local ToStringAddress = NextInstr + Offset
return ToStringAddress
end

View File

@ -0,0 +1,12 @@
function Register()
return "8 B/5 1/0 4/8 5/D 2/7 4/5 A/4 8/6 3/0 1/8 5/C 0/7 8/5 3/4 4/8 B/? ?/? ?/? ?/? ?/? ?/4 1/3 B/C 0/7 D/4 7/4 C/8 B"
end
function OnMatchFound(matchAddress)
local movInstr = matchAddress + 0x1A
local nextInstr = movInstr + 0x7
local offset = movInstr + 0x3
local dataMoved = nextInstr + DerefToInt32(offset) - 0x10
return dataMoved
end

BIN
ue4ss.dll Normal file

Binary file not shown.