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Migrating to this to initialize all patterns and prototypes in Systems_Init() instead. This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..). Also added check to detect if user has a eligible CPU to run this SDK. The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
64 lines
3.0 KiB
C++
64 lines
3.0 KiB
C++
#pragma once
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typedef int HKeySymbol;
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class CKeyValuesSystem // VTABLE @ 0x1413AA1E8 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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{
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public:
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void RegisterSizeofKeyValues(int64_t size);
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void* AllocKeyValuesMemory(int64_t size);
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void FreeKeyValuesMemory(void* pMem);
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HKeySymbol GetSymbolForString(const char* name, bool bCreate);
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const char* GetStringForSymbol(HKeySymbol symbol);
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void __fastcall FreeKeyValuesMemory(CKeyValuesSystem* this_arg, void* ptr_mem_arg);
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void* GetMemPool(void) const; // GetMemPool returns a global variable called m_pMemPool, it gets modified by AllocKeyValuesMemory and with FreeKeyValuesMemory you can see where to find it in FreeKeyValuesMemory.
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void SetKeyValuesExpressionSymbol(const char* name, bool bValue);
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bool GetKeyValuesExpressionSymbol(const char* name);
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HKeySymbol GetSymbolForStringCaseSensitive(HKeySymbol& hCaseInsensitiveSymbol, const char* name, bool bCreate);
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// Datatypes aren't accurate. But full fill the actual byte distance.
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public:
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void* m_pVTable; // 0x0000
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int64_t m_iMaxKeyValuesSize; // 0x0008
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private:
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char gap10[240]; // 0x0010
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public:
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int m_KvConditionalSymbolTable; // 0x0100
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private:
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char gap104[4]; // 0x0104
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public:
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int64_t field_108; // 0x0108
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private:
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char gap110[32]; // 0x0110
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public:
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int m_mutex; // 0x0130
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};
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/* ==== KEYVALUESSYSTEM ================================================================================================================================================= */
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inline uintptr_t g_pKeyValuesMemPool = g_mGameDll.FindPatternSIMD(
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reinterpret_cast<rsig_t>("\x48\x8B\x05\x00\x00\x00\x00\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x48\x85\xD2"), "xxx????xxxxxxxxxxxx").
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ResolveRelativeAddressSelf(0x3, 0x7).GetPtr();
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inline CKeyValuesSystem* g_pKeyValuesSystem = g_mGameDll.FindPatternSIMD(
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reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x56\x57\x41\x56\x48\x83\xEC\x40\x48\x8B\xF1"), "xxxx?xxxx?xxxxxxxxxxx")
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.FindPatternSelf("48 8D 0D", CMemory::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CKeyValuesSystem*>();
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///////////////////////////////////////////////////////////////////////////////
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class HKeyValuesSystem : public IDetour
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{
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virtual void GetAdr(void) const
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{
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std::cout << "| VAR: g_pKeyValuesMemPool : 0x" << std::hex << std::uppercase << g_pKeyValuesMemPool << std::setw(nPad) << " |" << std::endl;
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std::cout << "| VAR: g_pKeyValuesSystem : 0x" << std::hex << std::uppercase << g_pKeyValuesSystem << std::setw(0) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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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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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(HKeyValuesSystem);
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