#ifndef CL_VIEW_H #define CL_VIEW_H const Vector3D& MainViewOrigin(); const QAngle& MainViewAngles(); inline Vector3D* g_vecRenderOrigin = nullptr; inline QAngle* g_vecRenderAngles = nullptr; /////////////////////////////////////////////////////////////////////////////// class V_View : public IDetour { virtual void GetAdr(void) const { spdlog::debug("| VAR: g_vecRenderOrigin : {:#18x} |\n", reinterpret_cast(g_vecRenderOrigin)); spdlog::debug("| VAR: g_vecRenderAngles : {:#18x} |\n", reinterpret_cast(g_vecRenderAngles)); spdlog::debug("+----------------------------------------------------------------+\n"); } virtual void GetFun(void) const { } virtual void GetVar(void) const { CMemory base = g_mGameDll.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(); } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(V_View); #endif // CL_VIEW_H