#pragma once struct StaticPropLump_t { Vector3D m_Origin; Vector3D m_Angles; float m_Scale; short m_PropType; char m_Solid; char m_Flags; short m_Skin; short m_EnvCubemap; float m_FadeDist; Vector3D m_LightingOrigin; int m_DiffuseModulation; char gap_38[4]; int m_collisionFlagsRemove; }; inline CMemory p_CStaticProp_Init; inline auto v_CStaticProp_Init = p_CStaticProp_Init.RCast(); void* __fastcall CStaticProp_Init(int64_t thisptr, int64_t a2, unsigned int idx, unsigned int a4, StaticPropLump_t* lump, int64_t a6, int64_t a7); /////////////////////////////////////////////////////////////////////////////// class VStaticPropMgr : public IDetour { virtual void GetAdr(void) const { LogFunAdr("CStaticProp::Init", p_CStaticProp_Init.GetPtr()); } virtual void GetFun(void) const { p_CStaticProp_Init = g_GameDll.FindPatternSIMD("48 8B C4 44 89 40 18 48 89 50 10 55"); /*48 8B C4 44 89 40 18 48 89 50 10 55*/ v_CStaticProp_Init = p_CStaticProp_Init.RCast(); } virtual void GetVar(void) const { } virtual void GetCon(void) const { } virtual void Attach(void) const; virtual void Detach(void) const; }; ///////////////////////////////////////////////////////////////////////////////