#ifndef CLIENT_INPUT_H #define CLIENT_INPUT_H #include "game/client/iinput.h" class CInput : public IInput { public: static void SetCustomWeaponActivity(CInput* pInput, int weaponActivity); private: }; inline void(*v_CInput__SetCustomWeaponActivity)(CInput* pInput, int weaponActivity); inline IInput* g_pInput_VFTable = nullptr; inline CInput* g_pInput = nullptr; /////////////////////////////////////////////////////////////////////////////// class VInput : public IDetour { virtual void GetAdr(void) const { LogConAdr("CInput::`vftable'", g_pInput_VFTable); LogFunAdr("CInput::SetCustomWeaponActivity", v_CInput__SetCustomWeaponActivity); LogVarAdr("g_Input", g_pInput); } virtual void GetFun(void) const { g_GameDll.FindPatternSIMD("89 91 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC CC F3 0F 11 89 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC F3 0F 10 81 ?? ?? ?? ??") .GetPtr(v_CInput__SetCustomWeaponActivity); } virtual void GetVar(void) const { g_pInput = g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 48 8B 5D 57").FollowNearCallSelf(). FindPatternSelf("48 8B 05").ResolveRelativeAddressSelf(0x3, 0x7).RCast(); } virtual void GetCon(void) const { g_pInput_VFTable = g_GameDll.GetVirtualMethodTable(".?AVCInput@@").RCast(); } virtual void Detour(const bool bAttach) const; }; /////////////////////////////////////////////////////////////////////////////// #endif // CLIENT_INPUT_H