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Migrating to this to initialize all patterns and prototypes in Systems_Init() instead. This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..). Also added check to detect if user has a eligible CPU to run this SDK. The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
70 lines
3.3 KiB
C++
70 lines
3.3 KiB
C++
#pragma once
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#pragma pack(push, 1) // Without this MSVC might get the idea to align our members to completely fuck the offsets up.
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// [ PIXIE ]: The texture GUID's aren't in a specific order, gonna leave them as ptr's so an individual can check them in any memory searcher.
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// [ PIXIE ]: Verification needed for earlier seasons, if the struct is the same.
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class CMaterialGlue // [ PIXIE ]: Class seems mostly right, a few members are still missing though.
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{
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public:
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void* m_pVTable; //0x0000
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char pad_0008[8]; //0x0008
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std::uint64_t m_GUID; //0x0010
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char* m_pszName; //0x0018
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char* m_pszSurfaceName1; //0x0020
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char* m_pszSurfaceName2; //0x0028
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CMaterialGlue* m_pDepthShadow; //0x0030
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CMaterialGlue* m_pDepthPrepass; //0x0038
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CMaterialGlue* m_pDepthVSM; //0x0040
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CMaterialGlue* m_pDepthShadowTight; //0x0048
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CMaterialGlue* m_pColPass; //0x0050
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void* m_pShaderGlue; //0x0058 [ PIXIE ] TODO: Reverse CShaderGlue.
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void* m_pTextureGUID1; //0x0060
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void* m_pTextureGUID2; //0x0068
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std::int16_t m_UnknownSignature; //0x0070 [ PIXIE ]: This seems to be the start of a modified VTF Header, I have no clue what this member does.
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std::int16_t m_iWidth; //0x0072
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std::int16_t m_iHeight; //0x0074
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std::int16_t m_unused1; //0x0076
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std::uint32_t m_iFlags; //0x0078 [ PIXIE ]: I'm pretty sure those are VTF Image Flags, If you set them to NULL they cause Texture stretching.
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std::int32_t m_unused2; //0x007C
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char pad_0080[8]; //0x0080
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std::uint32_t m_iUnknownFlags1; //0x0088
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char pad_008C[116]; //0x008C
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// They first point to a jump table which holds the texture, then theres another jump onto the actual texture.
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void** m_ppDXTexture1; //0x0100
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void** m_ppDXTexture2; //0x0108
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char pad_0110[8]; //0x0110
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std::uint32_t m_iUnknown1; //0x0118
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std::uint16_t m_iUnknown2; //0x011C
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std::uint16_t m_iUnknown3; //0x011E
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std::uint16_t m_iUnknown4; //0x0120
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std::uint64_t m_Unknown5; //0x0122
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std::uint32_t m_iUnknown6; //0x012A
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std::uint16_t m_iUnknown7; //0x012E
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}; //Size: 0x0130 confirmed end size.
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static_assert(sizeof(CMaterialGlue) == 0x130);
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#pragma pack(pop)
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/* ==== CMATERIALGLUE ================================================================================================================================================== */
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inline CMemory p_GetMaterialAtCrossHair = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\xC4\x48\x83\xEC\x58\x48\x83\x3D\x00\x00\x00\x00\x00"), "xxxxxxxxxx?????");
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inline auto GetMaterialAtCrossHair = p_GetMaterialAtCrossHair.RCast<CMaterialGlue* (*)(void)>(); /*48 8B C4 48 83 EC 58 48 83 3D ? ? ? ? ?*/
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void CMaterialGlue_Attach();
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void CMaterialGlue_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class HCMaterialGlue : public IDetour
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{
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virtual void GetAdr(void) const
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{
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std::cout << "| FUN: CMaterialGlue::GetMaterialAtCrossHair: 0x" << std::hex << std::uppercase << p_GetMaterialAtCrossHair.GetPtr() << std::setw(nPad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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virtual void GetFun(void) const { }
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virtual void GetVar(void) const { }
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HCMaterialGlue); |