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These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
46 lines
2.5 KiB
C++
46 lines
2.5 KiB
C++
#pragma once
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#include "public/ivrenderview.h"
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inline CMemory P_DrawWorldMeshes;
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inline auto V_DrawWorldMeshes = P_DrawWorldMeshes.RCast<void* (*)(void* baseEntity, void* renderContext, DrawWorldLists_t worldLists)>();
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inline CMemory P_DrawWorldMeshesDepthOnly;
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inline auto V_DrawWorldMeshesDepthOnly = P_DrawWorldMeshesDepthOnly.RCast<void*(*)(void* renderContext, DrawWorldLists_t worldLists)>();
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inline CMemory P_DrawWorldMeshesDepthAtTheEnd;
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inline auto V_DrawWorldMeshesDepthAtTheEnd = P_DrawWorldMeshesDepthAtTheEnd.RCast<void* (*)(void* ptr1, void* ptr2, void* ptr3, DrawWorldLists_t worldLists)>();
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void RSurf_Attach();
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void RSurf_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VGL_RSurf : public IDetour
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{
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virtual void GetAdr(void) const
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{
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spdlog::debug("| FUN: R_DrawWorldMeshes : {:#18x} |\n", P_DrawWorldMeshes.GetPtr());
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spdlog::debug("| FUN: R_DrawWorldMeshesDepthOnly : {:#18x} |\n", P_DrawWorldMeshesDepthOnly.GetPtr());
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spdlog::debug("| FUN: R_DrawWorldMeshesDepthAtTheEnd : {:#18x} |\n", P_DrawWorldMeshesDepthAtTheEnd.GetPtr());
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spdlog::debug("+----------------------------------------------------------------+\n");
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}
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virtual void GetFun(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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P_DrawWorldMeshes = g_GameDll.FindPatternSIMD("48 8B C4 48 89 48 08 53 48 83 EC 70");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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P_DrawWorldMeshes = g_GameDll.FindPatternSIMD("48 8B C4 48 89 48 08 53 57 41 55");
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#endif
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P_DrawWorldMeshesDepthOnly = g_GameDll.FindPatternSIMD("40 56 57 B8 ?? ?? ?? ??");
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P_DrawWorldMeshesDepthAtTheEnd = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B 0D ?? ?? ?? ?? 41 8B F9");
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V_DrawWorldMeshes = P_DrawWorldMeshes.RCast<void* (*)(void*, void*, DrawWorldLists_t)>(); /*48 8B C4 48 89 48 08 53 57 41 55*/
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V_DrawWorldMeshesDepthOnly = P_DrawWorldMeshesDepthOnly.RCast<void* (*)(void*, DrawWorldLists_t)>(); /*40 56 57 B8 ?? ?? ?? ??*/
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V_DrawWorldMeshesDepthAtTheEnd = P_DrawWorldMeshesDepthAtTheEnd.RCast<void* (*)(void*, void*, void*, DrawWorldLists_t)>(); /*48 89 5C 24 ?? 48 89 74 24 ? 57 48 83 EC 20 48 8B 0D ?? ?? ?? ?? 41 8B F9*/
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}
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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(VGL_RSurf); |