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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.
54 lines
3.7 KiB
C++
54 lines
3.7 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 GetAdr(void) const
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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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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(HBaseFileSystem);
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