r5sdk/r5dev/game/shared/animation.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

32 lines
1.2 KiB
C++

#ifndef ANIMATION_H
#define ANIMATION_H
inline CMemory p_CStudioHdr__LookupSequence;
inline auto v_CStudioHdr__LookupSequence = p_CStudioHdr__LookupSequence.RCast<int(*)(CStudioHdr* pStudio, const char* pszName)>();
void Animation_Attach();
void Animation_Detach();
///////////////////////////////////////////////////////////////////////////////
class VAnimation : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CStudioHdr::LookupSequence : {:#18x} |\n", p_CStudioHdr__LookupSequence.GetPtr());
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
p_CStudioHdr__LookupSequence = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8B D9 4C 8B C2 48 8B 89 ?? ?? ?? ??");
v_CStudioHdr__LookupSequence = p_CStudioHdr__LookupSequence.RCast<int(*)(CStudioHdr*, const char*)>(); /*40 53 48 83 EC 20 48 8B D9 4C 8B C2 48 8B 89 ?? ?? ?? ??*/
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VAnimation);
#endif // ANIMATION_H