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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.
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
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#include "core/stdafx.h"
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#include "engine/host_cmd.h"
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#include "tier0/jobthread.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void* HJT_HelpWithAnything(bool bShouldLoadPak)
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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static void* retaddr = g_GameDll.FindPatternSIMD("48 8B C4 56 41 54 41 57 48 81 EC ?? ?? ?? ?? F2 0F 10 05 ?? ?? ?? ??")
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.Offset(0x400).FindPatternSelf("48 8B ?? ?? ?? ?? 01", CMemory::Direction::DOWN).RCast<void*>();
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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static void* retaddr = g_GameDll.FindPatternSIMD("48 8B C4 ?? 41 54 41 55 48 81 EC 70 04 ?? ?? F2 0F 10 05 ?? ?? ?? 0B")
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.Offset(0x4A0).FindPatternSelf("48 8B ?? ?? ?? ?? 01", CMemory::Direction::DOWN).RCast<void*>();
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#endif
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void* results = JT_HelpWithAnything(bShouldLoadPak);
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if (retaddr != _ReturnAddress()) // Check if this is called after 'PakFile_Init()'.
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{
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return results;
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}
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// Do stuff here after 'PakFile_Init()'.
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return results;
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}
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void JT_Attach()
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{
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//DetourAttach((LPVOID*)&JT_HelpWithAnything, &HJT_HelpWithAnything);
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}
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void JT_Detach()
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{
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//DetourDetach((LPVOID*)&JT_HelpWithAnything, &HJT_HelpWithAnything);
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}
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