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34 lines
1.4 KiB
C++
34 lines
1.4 KiB
C++
#ifndef CL_VIEW_H
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#define CL_VIEW_H
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const Vector3D& MainViewOrigin();
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const QAngle& MainViewAngles();
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inline Vector3D* g_vecRenderOrigin = nullptr;
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inline QAngle* g_vecRenderAngles = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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class V_View : 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("| VAR: g_vecRenderOrigin : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_vecRenderOrigin));
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spdlog::debug("| VAR: g_vecRenderAngles : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_vecRenderAngles));
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spdlog::debug("+----------------------------------------------------------------+\n");
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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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CMemory base = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x30\xF3\x0F\x10\x05\x00\x00\x00\x00\x00\x8B\x00"), "xxxx?xxxxxxxxx?????x?");
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g_vecRenderOrigin = base.Offset(0x00).FindPatternSelf("F3 0F 10 05").ResolveRelativeAddressSelf(0x4, 0x8).RCast<Vector3D*>();
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g_vecRenderAngles = base.Offset(0x30).FindPatternSelf("F3 0F 10 0D").ResolveRelativeAddressSelf(0x4, 0x8).RCast<QAngle*>();
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}
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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(V_View);
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#endif // CL_VIEW_H
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