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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.
32 lines
1.2 KiB
C++
32 lines
1.2 KiB
C++
#pragma once
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#include "tier1/IConVar.h"
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/* ==== CFPSPANEL ======================================================================================================================================================= */
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inline CMemory p_CFPSPanel_Paint;
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inline auto CFPSPanel_Paint = p_CFPSPanel_Paint.RCast<ConVar* (*)(void* thisptr)>();
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void CFPSPanel_Attach();
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void CFPSPanel_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VFPSPanel : 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: CFPSPanel::Paint : {:#18x} |\n", p_CFPSPanel_Paint.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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p_CFPSPanel_Paint = g_GameDll.FindPatternSIMD("48 8B C4 55 56 41 ?? 48 8D A8 ?? FD FF FF 48 81 EC 80");
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CFPSPanel_Paint = p_CFPSPanel_Paint.RCast<ConVar* (*)(void*)>(); /*48 8B C4 55 56 41 ?? 48 8D A8 ?? FD FF FF 48 81 EC 80*/
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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(VFPSPanel);
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