#pragma once //------------------------------------------------------------------------------------- // Forward declarations //------------------------------------------------------------------------------------- class VMatrix; class CViewRender { public: VMatrix* GetWorldMatrixForView(int8_t slot); }; /////////////////////////////////////////////////////////////////////////////// const Vector3D& MainViewOrigin(); const QAngle& MainViewAngles(); inline CMemory p_CViewRender_GetWorldMatrixForView; inline auto CViewRender_GetWorldMatrixForView = p_CViewRender_GetWorldMatrixForView.RCast(); inline Vector3D* g_vecRenderOrigin = nullptr; inline QAngle* g_vecRenderAngles = nullptr; inline CViewRender* g_pViewRender = nullptr; inline CMemory g_pViewRender_VFTable; /////////////////////////////////////////////////////////////////////////////// class V_ViewRender : public IDetour { virtual void GetAdr(void) const { spdlog::debug("| FUN: CViewRender::GetWorldMatrixForView : {:#18x} |\n", p_CViewRender_GetWorldMatrixForView.GetPtr()); spdlog::debug("| VAR: g_vecRenderOrigin : {:#18x} |\n", reinterpret_cast(g_vecRenderOrigin)); spdlog::debug("| VAR: g_vecRenderAngles : {:#18x} |\n", reinterpret_cast(g_vecRenderAngles)); spdlog::debug("| VAR: g_pViewRender : {:#18x} |\n", reinterpret_cast(g_pViewRender)); spdlog::debug("| CON: CViewRender (VFTable) : {:#18x} |\n", g_pViewRender_VFTable.GetPtr()); spdlog::debug("+----------------------------------------------------------------+\n"); } virtual void GetFun(void) const { g_pViewRender_VFTable = g_GameDll.GetVirtualMethodTable(".?AVCViewRender@@"); p_CViewRender_GetWorldMatrixForView = g_pViewRender_VFTable.WalkVTable(16).Deref(); // 16th vfunc. CViewRender_GetWorldMatrixForView = p_CViewRender_GetWorldMatrixForView.RCast(); } virtual void GetVar(void) const { CMemory base = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x30\xF3\x0F\x10\x05\x00\x00\x00\x00\x00\x8B\x00"), "xxxx?xxxxxxxxx?????x?"); g_vecRenderOrigin = base.Offset(0x00).FindPatternSelf("F3 0F 10 05").ResolveRelativeAddressSelf(0x4, 0x8).RCast(); g_vecRenderAngles = base.Offset(0x30).FindPatternSelf("F3 0F 10 0D").ResolveRelativeAddressSelf(0x4, 0x8).RCast(); g_pViewRender = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x8D\x05\x00\x00\x00\x00\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x48\x8B\xC4"), "xxx????xxxxxxxxxxxxxx").ResolveRelativeAddressSelf(0x3, 0x7).RCast(); /*48 8D 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC CC CC 48 8B C4*/ } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(V_ViewRender);