mirror of
https://github.com/Mauler125/r5sdk.git
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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.
46 lines
1.8 KiB
C++
46 lines
1.8 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "public/igame.h"
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inline CMemory p_CGame__PlayStartupVideos;
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inline auto v_CGame__PlayStartupVideos = p_CGame__PlayStartupVideos.RCast<void (*)(void)>();
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//-----------------------------------------------------------------------------
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// Purpose: Main game interface, including message pump and window creation
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//-----------------------------------------------------------------------------
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class CGame : public IGame
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{
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public:
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static void PlayStartupVideos(void);
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};
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void SysGame_Attach();
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void SysGame_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VGame : 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: CGame::PlayStartupVideos : {:#18x} |\n", p_CGame__PlayStartupVideos.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_CGame__PlayStartupVideos = g_GameDll.FindPatternSIMD("48 8B C4 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ??");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_CGame__PlayStartupVideos = g_GameDll.FindPatternSIMD("48 8B C4 55 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ??");
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#endif
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v_CGame__PlayStartupVideos = p_CGame__PlayStartupVideos.RCast<void (*)(void)>();
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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(VGame); |