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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.
32 lines
1.2 KiB
C++
32 lines
1.2 KiB
C++
#pragma once
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//-------------------------------------------------------------------------
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// RUNTIME: FAIRFIGHT
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//-------------------------------------------------------------------------
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inline CMemory FairFight_Init;
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///////////////////////////////////////////////////////////////////////////////
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class VFairFight : 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: FairFight_Init : {:#18x} |\n", FairFight_Init.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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FairFight_Init = g_GameDll.FindPatternSIMD("40 53 57 41 57 48 83 EC 30 8B 81 ?? ?? ?? ??");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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FairFight_Init = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B 81 B0 03 ?? ?? 48 8B D9 C6");
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#endif // 0x140303AE0 // 40 53 48 83 EC 20 8B 81 ? ? ? ? 48 8B D9 C6 81 ? ? ? ? ? //
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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(VFairFight);
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