r5sdk/r5dev/server/persistence.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

38 lines
1.3 KiB
C++

#ifndef PERSISTENCE_H
#define PERSISTENCE_H
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
inline CMemory p_Persistence_SetXP;
inline auto v_Persistence_SetXP = p_Persistence_SetXP.RCast<bool (*)(int a1, int* a2)>();
#endif
void Persistence_Attach();
void Persistence_Detach();
///////////////////////////////////////////////////////////////////////////////
class VPersistence : public IDetour
{
virtual void GetAdr(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
spdlog::debug("| FUN: Persistence_SetXP : {:#18x} |\n", p_Persistence_SetXP.GetPtr());
spdlog::debug("+----------------------------------------------------------------+\n");
#endif
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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 ?? ?? ?? ??");
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 ?? ?? ?? ??*/
#endif
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VPersistence);
#endif // PERSISTENCE_H