r5sdk/r5dev/game/client/viewrender.h
Kawe Mazidjatari 2501c37044 Globally convert all byte patterns to strings
These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
2022-12-01 22:44:55 +01:00

61 lines
2.8 KiB
C++

#pragma once
//-------------------------------------------------------------------------------------
// Forward declarations
//-------------------------------------------------------------------------------------
class VMatrix;
class CViewRender
{
public:
VMatrix* GetWorldMatrixForView(int8_t slot);
};
///////////////////////////////////////////////////////////////////////////////
const Vector3D& MainViewOrigin();
const QAngle& MainViewAngles();
inline CMemory p_CViewRender_GetWorldMatrixForView;
inline auto CViewRender_GetWorldMatrixForView = p_CViewRender_GetWorldMatrixForView.RCast<VMatrix*(*)(CViewRender*, int8_t)>();
inline Vector3D* g_vecRenderOrigin = nullptr;
inline QAngle* g_vecRenderAngles = nullptr;
inline CViewRender* g_pViewRender = nullptr;
inline CMemory g_pViewRender_VFTable;
///////////////////////////////////////////////////////////////////////////////
class V_ViewRender : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CViewRender::GetWorldMatrixForView : {:#18x} |\n", p_CViewRender_GetWorldMatrixForView.GetPtr());
spdlog::debug("| VAR: g_vecRenderOrigin : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_vecRenderOrigin));
spdlog::debug("| VAR: g_vecRenderAngles : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_vecRenderAngles));
spdlog::debug("| VAR: g_pViewRender : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pViewRender));
spdlog::debug("| CON: CViewRender (VFTable) : {:#18x} |\n", g_pViewRender_VFTable.GetPtr());
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
g_pViewRender_VFTable = g_GameDll.GetVirtualMethodTable(".?AVCViewRender@@");
p_CViewRender_GetWorldMatrixForView = g_pViewRender_VFTable.WalkVTable(16).Deref(); // 16th vfunc.
CViewRender_GetWorldMatrixForView = p_CViewRender_GetWorldMatrixForView.RCast<VMatrix* (*)(CViewRender*, int8_t)>();
}
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<Vector3D*>();
g_vecRenderAngles = base.Offset(0x30).FindPatternSelf("F3 0F 10 0D").ResolveRelativeAddressSelf(0x4, 0x8).RCast<QAngle*>();
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<CViewRender*>(); /*48 8D 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC CC CC 48 8B C4*/
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(V_ViewRender);