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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.
31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
#pragma once
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/* ==== PRX ============================================================================================================================================================= */
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inline CMemory p_exit_or_terminate_process;
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inline auto v_exit_or_terminate_process = p_exit_or_terminate_process.RCast<void(*)(UINT uExitCode)>();
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void PRX_Attach();
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void PRX_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VPRX : 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: exit_or_terminate_process : {:#18x} |\n", p_exit_or_terminate_process.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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p_exit_or_terminate_process = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B D9 E8 ?? ?? ?? ?? 84 C0");
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v_exit_or_terminate_process = p_exit_or_terminate_process.RCast<void(*)(UINT uExitCode)>(); /*40 53 48 83 EC 20 8B D9 E8 ? ? ? ? 84 C0 */
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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(VPRX);
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