r5sdk/r5dev/game/shared/r1/weapon_bolt.h

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#ifndef GAME_WEAPON_BOLT_H
#define GAME_WEAPON_BOLT_H
#include <game/shared/shared_classnames.h>
#ifndef CLIENT_DLL
#include <game/server/baseentity.h>
#include <game/server/player.h>
#else
#include <game/client/c_baseentity.h>
#include <game/client/c_baseplayer.h>
#endif
CBaseEntity* CreateWeaponBolt(Vector3D* origin, Vector3D* end, __int64 unused, float scale, CPlayer* unkEnt,
int a6, int modelindex, int a8, unsigned __int8 a9, unsigned int a10, CBaseEntity* weaponEnt);
inline CBaseEntity*(*v_CreateWeaponBolt)(
Vector3D* origin, Vector3D* end, __int64 unused, float scale, CPlayer* player,
int a6, int modelindex, int a8, unsigned __int8 a9, unsigned int a10, CBaseEntity* weapon);
///////////////////////////////////////////////////////////////////////////////
class V_Weapon_Bolt : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CreateWeaponBolt", v_CreateWeaponBolt);
}
virtual void GetFun(void) const { }
virtual void GetVar(void) const
{
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 41 56 41 57 48 83 EC 70").GetPtr(v_CreateWeaponBolt);
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////
#endif // GAME_WEAPON_BOLT_H