#pragma once //------------------------------------------------------------------------- // RUNTIME: CL_CLEARSTATE //------------------------------------------------------------------------- inline CMemory p_CL_ClearState; inline auto CL_ClearState = p_CL_ClearState.RCast(); inline CMemory p_CL_EndMovie; inline auto CL_EndMovie = p_CL_EndMovie.RCast(); /////////////////////////////////////////////////////////////////////////////// class VCL_Main : public IDetour { virtual void GetAdr(void) const { spdlog::debug("| FUN: CL_EndMovie : {:#18x} |\n", p_CL_EndMovie.GetPtr()); spdlog::debug("| FUN: CL_ClearState : {:#18x} |\n", p_CL_ClearState.GetPtr()); spdlog::debug("+----------------------------------------------------------------+\n"); } virtual void GetFun(void) const { #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CL_ClearState = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\x1D\x00\x00\x00\x00"), "xxxx?xxxx?xxxx?xxxx????xxx????"); p_CL_EndMovie = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x8B\xC4\x48\x83\xEC\x68\x80\x3D\x00\x00\x00\x00\x00"), "xxxxxxxxx?????"); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) p_CL_ClearState = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\x0D\x00\x00\x00\x00\x48\x8B\x01"), "xxxx?xxxx?xxxx????xxx????xxx"); p_CL_EndMovie = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x83\xEC\x28\x80\x3D\x00\x00\x00\x00\x00\x74\x7B"), "xxxxxx?????xx"); #endif CL_ClearState = p_CL_ClearState.RCast(); /*48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01*/ CL_EndMovie = p_CL_EndMovie.RCast(); /*48 83 EC 28 80 3D ?? ?? ?? ?? ?? 74 7B*/ } virtual void GetVar(void) const { } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(VCL_Main);