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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.
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
#ifndef PERSISTENCE_H
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#define PERSISTENCE_H
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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inline CMemory p_Persistence_SetXP;
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inline auto v_Persistence_SetXP = p_Persistence_SetXP.RCast<bool (*)(int a1, int* a2)>();
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#endif
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void Persistence_Attach();
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void Persistence_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VPersistence : public IDetour
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{
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virtual void GetAdr(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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spdlog::debug("| FUN: Persistence_SetXP : {:#18x} |\n", p_Persistence_SetXP.GetPtr());
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spdlog::debug("+----------------------------------------------------------------+\n");
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#endif
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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_Persistence_SetXP = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 33 FF 48 8B F2 3B 0D ?? ?? ?? ??");
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v_Persistence_SetXP = p_Persistence_SetXP.RCast<bool (*)(int a1, int* a2)>(); /*48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 33 FF 48 8B F2 3B 0D ?? ?? ?? ??*/
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#endif
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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(VPersistence);
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#endif // PERSISTENCE_H
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