r5sdk/r5dev/materialsystem/cmaterialglue.h

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#pragma once
// [ PIXIE ]: The texture GUID's aren't in a specific order, gonna leave them as ptr's so an individual can check them in any memory searcher.
// [ PIXIE ]: Verification needed for earlier seasons, if the struct is the same.
class CMaterialGlue // [ PIXIE ]: Class seems mostly right, a few members are still missing though.
{
public:
void* m_pVTable; //0x0000
char pad_0008[8]; //0x0008
std::uint64_t m_GUID; //0x0010
char* m_pszName; //0x0018
char* m_pszSurfaceName1; //0x0020
char* m_pszSurfaceName2; //0x0028
CMaterialGlue* m_pDepthShadow; //0x0030
CMaterialGlue* m_pDepthPrepass; //0x0038
CMaterialGlue* m_pDepthVSM; //0x0040
CMaterialGlue* m_pDepthShadowTight; //0x0048
CMaterialGlue* m_pColPass; //0x0050
void* m_pShaderGlue; //0x0058 // [ PIXIE ] TODO: Reverse CShaderGlue.
void* m_pTextureGUID1; //0x0060
void* m_pTextureGUID2; //0x0068
char pad_0070[4]; //0x0070
int32_t m_iMaterialRes; //0x0074
char pad_0078[136]; //0x0078
void** m_ppDXTexture1; //0x0100
void** m_ppDXTexture2; //0x0108
char pad_0110[32]; //0x0110
}; //Size: 0x0130
namespace
{
/* ==== CMATERIALGLUE ================================================================================================================================================== */
ADDRESS p_GetMaterialAtCrossHair = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x83\xEC\x58\x48\x83\x3D\x00\x00\x00\x00\x00", "xxxxxxxxxx?????");
CMaterialGlue* (*GetMaterialAtCrossHair)(void) = (CMaterialGlue*(*)(void))p_GetMaterialAtCrossHair.GetPtr(); /*48 8B C4 48 83 EC 58 48 83 3D ? ? ? ? ?*/
}
void CMaterialGlue_Attach();
void CMaterialGlue_Detach();
///////////////////////////////////////////////////////////////////////////////
class HCMaterialGlue : public IDetour
{
virtual void debugp()
{
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HCMaterialGlue);