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Find regex pattern: inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\); Replace regex pattern: inline $3(*$1)($4); This commit also removes the unnecessary initialization (which was required to type the auto variables), and therefore removed 6kb of unnecessary dynamic initialization code.
60 lines
2.4 KiB
C++
60 lines
2.4 KiB
C++
#pragma once
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//-------------------------------------------------------------------------------------
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// Forward declarations
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//-------------------------------------------------------------------------------------
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class VMatrix;
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class CViewRender
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{
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public:
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VMatrix* GetWorldMatrixForView(int8_t slot);
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};
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///////////////////////////////////////////////////////////////////////////////
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const Vector3D& MainViewOrigin();
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const QAngle& MainViewAngles();
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inline CMemory p_CViewRender_GetWorldMatrixForView;
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inline VMatrix*(*CViewRender_GetWorldMatrixForView)(CViewRender*, int8_t);
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inline Vector3D* g_vecRenderOrigin = nullptr;
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inline QAngle* g_vecRenderAngles = nullptr;
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inline CViewRender* g_pViewRender = nullptr;
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inline CMemory g_pViewRender_VFTable;
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///////////////////////////////////////////////////////////////////////////////
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class V_ViewRender : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogConAdr("CViewRender::`vftable'", g_pViewRender_VFTable.GetPtr());
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LogFunAdr("CViewRender::GetWorldMatrixForView", p_CViewRender_GetWorldMatrixForView.GetPtr());
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LogVarAdr("g_ViewRender", reinterpret_cast<uintptr_t>(g_pViewRender));
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LogVarAdr("g_vecRenderOrigin", reinterpret_cast<uintptr_t>(g_vecRenderOrigin));
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LogVarAdr("g_vecRenderAngles", reinterpret_cast<uintptr_t>(g_vecRenderAngles));
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}
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virtual void GetFun(void) const
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{
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p_CViewRender_GetWorldMatrixForView = g_pViewRender_VFTable.WalkVTable(16).Deref(); // 16th vfunc.
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CViewRender_GetWorldMatrixForView = p_CViewRender_GetWorldMatrixForView.RCast<VMatrix* (*)(CViewRender*, int8_t)>();
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}
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virtual void GetVar(void) const
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{
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CMemory base = g_GameDll.FindPatternSIMD("48 89 74 24 ?? 57 48 83 EC 30 F3 0F 10 05 ?? ?? ?? ?? ?? 8B ??");
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g_vecRenderOrigin = base.Offset(0x00).FindPatternSelf("F3 0F 10 05").ResolveRelativeAddressSelf(0x4, 0x8).RCast<Vector3D*>();
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g_vecRenderAngles = base.Offset(0x30).FindPatternSelf("F3 0F 10 0D").ResolveRelativeAddressSelf(0x4, 0x8).RCast<QAngle*>();
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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*/
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}
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virtual void GetCon(void) const
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{
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g_pViewRender_VFTable = g_GameDll.GetVirtualMethodTable(".?AVCViewRender@@");
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}
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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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