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#pragma once
#include <vector>
#include "util.hpp"
// todo - dex; rewrite this, VirtualQuery (except for custom codeptr / readptr) and VirtualProtect shouldnt be used
// and we need to copy rtti over too or stuff will break later on
// correct me if im wrong, but the vtable isnt replaced, instead the original is edited during hooking, rtti should be intact and accessable by game
// class could definetly do with a rewrite tho!
// ^ you're corrct, but changing page rights and replacing ptrs direclty in rdata (or usually the heap, since thats where vmts go) is not a safe solution
// copying table + aligning it to compensate for rtti is safer
// vac loves scanning memory regions but it doesnt really do much outside of game servers (only loads some shit for checking DEP and stuff)
// trash
//llama is a fucking nigger
//true
namespace hooks
{
class c_vmt {
uintptr_t* m_table;
uintptr_t* m_original;
std::vector< uintptr_t > m_new;
public:
int count( ) {
int vfunc_count{ };
while( m_original[ vfunc_count ] ) {
vfunc_count++;
};
return vfunc_count;
}
c_vmt( void* table ) {
if( !table ) {
return;
}
this->m_table = reinterpret_cast< uintptr_t* >( table );
this->m_original = *reinterpret_cast< uintptr_t** >( this->m_table );
for( int i = -1; i < this->count( ); ++i ) {
this->m_new.push_back( this->m_original[ i ] );
}
auto data = this->m_new.data( );
*this->m_table = uintptr_t( &data[ 1 ] );
}
~c_vmt( ) { }
template< typename T = uintptr_t > T get_function( int index ) {
return( ( T )( this->m_new.at( index + 1 ) ) );
}
template< typename T = uintptr_t > T get_old_function( int index ) {
return( ( T )( this->m_original[ index ] ) );
}
void hook( int index, uintptr_t new_func ) {
this->m_new.at( index + 1 ) = new_func;
}
void unhook( int index ) {
this->m_new.at( index + 1 ) = this->m_original[ index ];
}
void hook( int index, void* new_func ) {
hook( index, reinterpret_cast< uintptr_t >( new_func ) );
}
void restore( ) const {
*this->m_table = uintptr_t( m_original );
}
};
}
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