pelite 0.10.0

Lightweight, memory-safe, zero-allocation library for reading and navigating PE binaries.
Documentation
/*!

Counter-Strike: Global Offensive
================================
*/

macro_rules! tprint {
	($($tt:tt)*) => {
		print!("{}", format_xml::template!{$($tt)*});
	};
}

mod interfaces;
mod classes;
mod datamaps;
mod cvars;
mod recvtables;
mod weapondata;
mod kbutton;

//----------------------------------------------------------------

use std::{env, io};
use std::path::Path;

use pelite::pe32::PeFile;

fn open(base_path: &Path, dll_file: &str) -> io::Result<pelite::FileMap> {
	pelite::FileMap::open(&base_path.join(dll_file))
}

fn main() {
	// Get the csgo folder
	let csgo_path_buffer;
	let csgo_path = {
		let mut args = env::args_os();
		args.next();
		csgo_path_buffer = args.next();
		csgo_path_buffer.as_ref()
			.map(Path::new)
			.unwrap_or(Path::new(r"C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive"))
	};

	// Start by opening relevant csgo binaries
	let engine_dll          = open(csgo_path, "bin/engine.dll").unwrap();
	let inputsystem_dll     = open(csgo_path, "bin/inputsystem.dll").unwrap();
	let materialsystem_dll  = open(csgo_path, "bin/materialsystem.dll").unwrap();
	let shaderapidx9_dll    = open(csgo_path, "bin/shaderapidx9.dll").unwrap();
	let vgui2_dll           = open(csgo_path, "bin/vgui2.dll").unwrap();
	let vguimatsurface_dll  = open(csgo_path, "bin/vguimatsurface.dll").unwrap();
	let vphysics_dll        = open(csgo_path, "bin/vphysics.dll").unwrap();
	let vstdlib_dll         = open(csgo_path, "bin/vstdlib.dll").unwrap();
	let client_dll          = open(csgo_path, "csgo/bin/client.dll").unwrap();
	let matchmaking_dll     = open(csgo_path, "csgo/bin/matchmaking.dll").unwrap();
	let server_dll          = open(csgo_path, "csgo/bin/server.dll").unwrap();

	// Interpret them as 32-bit PeFiles
	let engine_file         = PeFile::from_bytes(&engine_dll).unwrap();
	let inputsystem_file    = PeFile::from_bytes(&inputsystem_dll).unwrap();
	let materialsystem_file = PeFile::from_bytes(&materialsystem_dll).unwrap();
	let shaderapidx9_file   = PeFile::from_bytes(&shaderapidx9_dll).unwrap();
	let vgui2_file          = PeFile::from_bytes(&vgui2_dll).unwrap();
	let vguimatsurface_file = PeFile::from_bytes(&vguimatsurface_dll).unwrap();
	let vphysics_file       = PeFile::from_bytes(&vphysics_dll).unwrap();
	let vstdlib_file        = PeFile::from_bytes(&vstdlib_dll).unwrap();
	let client_file         = PeFile::from_bytes(&client_dll).unwrap();
	let matchmaking_file    = PeFile::from_bytes(&matchmaking_dll).unwrap();
	let server_file         = PeFile::from_bytes(&server_dll).unwrap();

	println!("# Counter-Strike Global Offensive\n");
	println!("Demonstrates static analysis by dumping Counter-Strike Global Offensive offsets.\n");

	println!("## Engine.dll\n");
	interfaces::print(engine_file, "engine.dll");
	cvars::print(engine_file, "engine.dll");

	println!("## Client.dll\n");
	interfaces::print(client_file, "client.dll");
	cvars::print(client_file, "client.dll");
	kbutton::print(client_file, "client.dll");
	classes::print(client_file, "client.dll");
	datamaps::print(client_file);
	recvtables::print(client_file);
	weapondata::print(client_file);

	println!("## Server.dll\n");
	interfaces::print(server_file, "server.dll");
	cvars::print(server_file, "server.dll");

	println!("## Other\n");
	interfaces::print(inputsystem_file, "inputsystem.dll");
	interfaces::print(materialsystem_file, "materialsystemd.dll");
	interfaces::print(shaderapidx9_file, "shaderapidx9.dll");
	interfaces::print(vgui2_file, "vgui2.dll");
	interfaces::print(vguimatsurface_file, "vguimatsurface.dll");
	interfaces::print(vphysics_file, "vphysics.dll");
	interfaces::print(vstdlib_file, "vstdlib.dll");
	interfaces::print(matchmaking_file, "matchmaking.dll");

}