r5sdk/r5dev/engine/cmodel_bsp.h
Kawe Mazidjatari e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00

32 lines
1.6 KiB
C++

#pragma once
inline CMemory p_CollisionBSPData_LinkPhysics;
inline auto CollisionBSPData_LinkPhysics = p_CollisionBSPData_LinkPhysics.RCast<uint64_t(*)(void* thisptr)>();
void MOD_PreloadPak(const string& svSetFile);
///////////////////////////////////////////////////////////////////////////////
class HModel_BSP : public IDetour
{
virtual void GetAdr(void) const
{
std::cout << "| FUN: CollisionBSPData_LinkPhysics : 0x" << std::hex << std::uppercase << p_CollisionBSPData_LinkPhysics.GetPtr() << std::setw(nPad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CollisionBSPData_LinkPhysics = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x83\xEC\x20\x48\x8B\xD9\x48\x83\xC1\x08\xE8\x00\x00\x00\x00\x48\x8D\x4B\x68"), "xxxxxxxxxxxxxx????xxxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CollisionBSPData_LinkPhysics = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xF9\x33\xED"), "xxxx?xxxx?xxxx????xxxxx");
#endif
CollisionBSPData_LinkPhysics = p_CollisionBSPData_LinkPhysics.RCast<uint64_t(*)(void*)>(); /*48 89 5C 24 ?? 48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B F9 33 ED*/
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HModel_BSP);