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* Move most definitions to implementation file to avoid recompiling whole program for small changes * Pass strings by reference for where possible. * Split Module class to dedicated file. * Add const qualifiers to all eligible methods for address/module class * Some renaming
49 lines
3.5 KiB
C++
49 lines
3.5 KiB
C++
#pragma once
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#include "filesystem/filesystem.h"
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class CBaseFileSystem
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{
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public:
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int Read(void* pOutput, int nSize, FileHandle_t hFile);
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FileHandle_t Open(const char* pFileName, const char* pOptions, const char* pPathID, int64_t unknown);
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void Close(FileHandle_t file);
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bool FileExists(const char* pFileName, const char* pPathID);
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static void Warning(CBaseFileSystem* pFileSystem, FileWarningLevel_t level, const char* fmt, ...);
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static FileHandle_t ReadFromVPK(CBaseFileSystem* pVpk, std::int64_t* pResults, char* pszFilePath);
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static bool ReadFromCache(CBaseFileSystem* pFileSystem, char* pszFilePath, void* pResults);
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};
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/* ==== CBASEFILESYSTEM ================================================================================================================================================= */
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inline CMemory p_CBaseFileSystem_Warning = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x89\x4C\x24\x20\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x48"), "xxxxxx??????????x");
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inline auto CBaseFileSystem_Warning = p_CBaseFileSystem_Warning.RCast<void(*)(CBaseFileSystem* thisptr, FileWarningLevel_t level, const char* fmt, ...)>(); /*4C 89 4C 24 20 C3 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 48*/
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inline CMemory p_CBaseFileSystem_LoadFromVPK = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x49\x8B\xC0\x4C\x8D\x8C\x24\x00\x00\x00\x00"), "xxxx?xxxx????xxxxxxx????");
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inline auto CBaseFileSystem_LoadFromVPK = p_CBaseFileSystem_LoadFromVPK.RCast<FileHandle_t(*)(CBaseFileSystem* thisptr, void* pResults, char* pszAssetName)>(); /*48 89 5C 24 ? 57 48 81 EC ? ? ? ? 49 8B C0 4C 8D 8C 24 ? ? ? ?*/
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inline CMemory p_CBaseFileSystem_LoadFromCache = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x81\xEC\x00\x00\x00\x00\x80\x3D\x00\x00\x00\x00\x00\x49\x8B\xD8"), "xxxxx????xx?????xxx");
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inline auto CBaseFileSystem_LoadFromCache = p_CBaseFileSystem_LoadFromCache.RCast<bool(*)(CBaseFileSystem* thisptr, char* pszAssetName, void* pResults)>(); /*40 53 48 81 EC ? ? ? ? 80 3D ? ? ? ? ? 49 8B D8*/
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inline CBaseFileSystem* g_pFileSystem = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x83\xEC\x28\xE8\x00\x00\x00\x00\x48\x8D\x05\x00\x00\x00\x00"), "xxxxx????xxx????")
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.Offset(0x20).FindPatternSelf("48 89 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CBaseFileSystem*>();
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///////////////////////////////////////////////////////////////////////////////
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void CBaseFileSystem_Attach();
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void CBaseFileSystem_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class HBaseFileSystem : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: CBaseFileSystem::Warning : 0x" << std::hex << std::uppercase << p_CBaseFileSystem_Warning.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: CBaseFileSystem::LoadFromVPK : 0x" << std::hex << std::uppercase << p_CBaseFileSystem_LoadFromVPK.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: CBaseFileSystem::LoadFromCache : 0x" << std::hex << std::uppercase << p_CBaseFileSystem_LoadFromCache.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| VAR: g_pFileSystem : 0x" << std::hex << std::uppercase << g_pFileSystem << std::setw(0) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HBaseFileSystem);
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