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45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
//=============================================================================//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PHYSICS_COLLIDE_H
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#define PHYSICS_COLLIDE_H
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#include "vphysics/vphysics_interface.h"
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class CPhysicsCollision : public IPhysicsCollision
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{
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public:
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// Class implemented in engine!
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};
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extern CPhysicsCollision* g_pPhysicsCollision;
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// Physics collision singleton accessor.
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IPhysicsCollision* PhysicsCollision();
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///////////////////////////////////////////////////////////////////////////////
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class VPhysicsCollide : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogVarAdr("g_PhysicsCollision", g_pPhysicsCollision);
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}
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virtual void GetFun(void) const { }
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virtual void GetVar(void) const
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{
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// Unfortunately can't obtain it via interface system; have to get it this way...
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g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 83 3D ?? ?? ?? ?? ?? 48 8B D9 75 08 32 C0 48 83 C4 20 5B C3 48 8D 05 ?? ?? ?? ??")
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.FindPatternSelf("48 8D 05", CMemory::Direction::DOWN, 512, 3).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr(g_pPhysicsCollision);
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}
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const { };
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif // PHYSICS_COLLIDE_H
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