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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.
42 lines
1.9 KiB
C++
42 lines
1.9 KiB
C++
#pragma once
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//-------------------------------------------------------------------------
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// RUNTIME: CL_CLEARSTATE
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//-------------------------------------------------------------------------
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inline CMemory p_CL_ClearState;
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inline auto CL_ClearState = p_CL_ClearState.RCast<int(*)(void)>();
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inline CMemory p_CL_EndMovie;
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inline auto CL_EndMovie = p_CL_EndMovie.RCast<int(*)(void)>();
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///////////////////////////////////////////////////////////////////////////////
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class VCL_Main : 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: CL_EndMovie : {:#18x} |\n", p_CL_EndMovie.GetPtr());
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spdlog::debug("| FUN: CL_ClearState : {:#18x} |\n", p_CL_ClearState.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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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CL_ClearState = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 1D ?? ?? ?? ??");
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p_CL_EndMovie = g_GameDll.FindPatternSIMD("48 8B C4 48 83 EC 68 80 3D ?? ?? ?? ?? ??");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_CL_ClearState = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01");
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p_CL_EndMovie = g_GameDll.FindPatternSIMD("48 83 EC 28 80 3D ?? ?? ?? ?? ?? 74 7B");
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#endif
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CL_ClearState = p_CL_ClearState.RCast<int(*)(void)>(); /*48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01*/
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CL_EndMovie = p_CL_EndMovie.RCast<int(*)(void)>(); /*48 83 EC 28 80 3D ?? ?? ?? ?? ?? 74 7B*/
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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(VCL_Main);
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