#pragma once //------------------------------------------------------------------------------------- // Forward declarations //------------------------------------------------------------------------------------- class VMatrix; class CViewRender { public: VMatrix* GetWorldMatrixForView(int8_t slot); }; /////////////////////////////////////////////////////////////////////////////// const Vector3D& MainViewOrigin(); const QAngle& MainViewAngles(); inline VMatrix*(*CViewRender__GetWorldMatrixForView)(CViewRender*, int8_t); inline Vector3D* g_vecRenderOrigin = nullptr; inline QAngle* g_vecRenderAngles = nullptr; inline CViewRender* g_pViewRender = nullptr; inline void* g_pViewRender_VFTable; /////////////////////////////////////////////////////////////////////////////// class V_ViewRender : public IDetour { virtual void GetAdr(void) const { LogConAdr("CViewRender::`vftable'", g_pViewRender_VFTable); LogFunAdr("CViewRender::GetWorldMatrixForView", CViewRender__GetWorldMatrixForView); LogVarAdr("g_ViewRender", g_pViewRender); LogVarAdr("g_vecRenderOrigin", g_vecRenderOrigin); LogVarAdr("g_vecRenderAngles", g_vecRenderAngles); } virtual void GetFun(void) const { CMemory(g_pViewRender_VFTable).WalkVTable(16).Deref().GetPtr(CViewRender__GetWorldMatrixForView); // 16th vfunc. } virtual void GetVar(void) const { CMemory base = g_GameDll.FindPatternSIMD("48 89 74 24 ?? 57 48 83 EC 30 F3 0F 10 05 ?? ?? ?? ?? ?? 8B ??"); 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("48 8D 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC CC CC 48 8B C4").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 { g_pViewRender_VFTable = g_GameDll.GetVirtualMethodTable(".?AVCViewRender@@"); } virtual void Detour(const bool bAttach) const { } }; ///////////////////////////////////////////////////////////////////////////////