├── .gitignore ├── LICENSE ├── Properties ├── AssemblyInfo.cs ├── Resources.Designer.cs └── Resources.resx ├── README.md ├── UnrealPlugin.csproj ├── UnrealPlugin.sln └── UnrealPluginExt.cs /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | 4 | # User-specific files 5 | *.suo 6 | *.user 7 | *.userosscache 8 | *.sln.docstates 9 | 10 | # User-specific files (MonoDevelop/Xamarin Studio) 11 | *.userprefs 12 | 13 | # Build results 14 | [Dd]ebug/ 15 | [Dd]ebugPublic/ 16 | [Rr]elease/ 17 | [Rr]eleases/ 18 | x64/ 19 | x86/ 20 | bld/ 21 | [Bb]in/ 22 | [Oo]bj/ 23 | [Ll]og/ 24 | 25 | # Visual Studio 2015 cache/options directory 26 | .vs/ 27 | # Uncomment if you have tasks that create the project's static files in wwwroot 28 | #wwwroot/ 29 | 30 | # MSTest test Results 31 | [Tt]est[Rr]esult*/ 32 | [Bb]uild[Ll]og.* 33 | 34 | # NUNIT 35 | *.VisualState.xml 36 | TestResult.xml 37 | 38 | # Build Results of an ATL Project 39 | [Dd]ebugPS/ 40 | [Rr]eleasePS/ 41 | dlldata.c 42 | 43 | # DNX 44 | project.lock.json 45 | artifacts/ 46 | 47 | *_i.c 48 | *_p.c 49 | *_i.h 50 | *.ilk 51 | *.meta 52 | *.obj 53 | *.pch 54 | *.pdb 55 | *.pgc 56 | *.pgd 57 | *.rsp 58 | *.sbr 59 | *.tlb 60 | *.tli 61 | *.tlh 62 | *.tmp 63 | *.tmp_proj 64 | *.log 65 | *.vspscc 66 | *.vssscc 67 | .builds 68 | *.pidb 69 | *.svclog 70 | *.scc 71 | 72 | # Chutzpah Test files 73 | _Chutzpah* 74 | 75 | # Visual C++ cache files 76 | ipch/ 77 | *.aps 78 | *.ncb 79 | *.opendb 80 | *.opensdf 81 | *.sdf 82 | *.cachefile 83 | *.VC.db 84 | *.VC.VC.opendb 85 | 86 | # Visual Studio profiler 87 | *.psess 88 | *.vsp 89 | *.vspx 90 | *.sap 91 | 92 | # TFS 2012 Local Workspace 93 | $tf/ 94 | 95 | # Guidance Automation Toolkit 96 | *.gpState 97 | 98 | # ReSharper is a .NET coding add-in 99 | _ReSharper*/ 100 | *.[Rr]e[Ss]harper 101 | *.DotSettings.user 102 | 103 | # JustCode is a .NET coding add-in 104 | .JustCode 105 | 106 | # TeamCity is a build add-in 107 | _TeamCity* 108 | 109 | # DotCover is a Code Coverage Tool 110 | *.dotCover 111 | 112 | # NCrunch 113 | _NCrunch_* 114 | .*crunch*.local.xml 115 | nCrunchTemp_* 116 | 117 | # MightyMoose 118 | *.mm.* 119 | AutoTest.Net/ 120 | 121 | # Web workbench (sass) 122 | .sass-cache/ 123 | 124 | # Installshield output folder 125 | [Ee]xpress/ 126 | 127 | # DocProject is a documentation generator add-in 128 | DocProject/buildhelp/ 129 | DocProject/Help/*.HxT 130 | DocProject/Help/*.HxC 131 | DocProject/Help/*.hhc 132 | DocProject/Help/*.hhk 133 | DocProject/Help/*.hhp 134 | DocProject/Help/Html2 135 | DocProject/Help/html 136 | 137 | # Click-Once directory 138 | publish/ 139 | 140 | # Publish Web Output 141 | *.[Pp]ublish.xml 142 | *.azurePubxml 143 | # TODO: Comment the next line if you want to checkin your web deploy settings 144 | # but database connection strings (with potential passwords) will be unencrypted 145 | *.pubxml 146 | *.publishproj 147 | 148 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 149 | # checkin your Azure Web App publish settings, but sensitive information contained 150 | # in these scripts will be unencrypted 151 | PublishScripts/ 152 | 153 | # NuGet Packages 154 | *.nupkg 155 | # The packages folder can be ignored because of Package Restore 156 | **/packages/* 157 | # except build/, which is used as an MSBuild target. 158 | !**/packages/build/ 159 | # Uncomment if necessary however generally it will be regenerated when needed 160 | #!**/packages/repositories.config 161 | # NuGet v3's project.json files produces more ignoreable files 162 | *.nuget.props 163 | *.nuget.targets 164 | 165 | # Microsoft Azure Build Output 166 | csx/ 167 | *.build.csdef 168 | 169 | # Microsoft Azure Emulator 170 | ecf/ 171 | rcf/ 172 | 173 | # Windows Store app package directories and files 174 | AppPackages/ 175 | BundleArtifacts/ 176 | Package.StoreAssociation.xml 177 | _pkginfo.txt 178 | 179 | # Visual Studio cache files 180 | # files ending in .cache can be ignored 181 | *.[Cc]ache 182 | # but keep track of directories ending in .cache 183 | !*.[Cc]ache/ 184 | 185 | # Others 186 | ClientBin/ 187 | ~$* 188 | *~ 189 | *.dbmdl 190 | *.dbproj.schemaview 191 | *.pfx 192 | *.publishsettings 193 | node_modules/ 194 | orleans.codegen.cs 195 | 196 | # Since there are multiple workflows, uncomment next line to ignore bower_components 197 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 198 | #bower_components/ 199 | 200 | # RIA/Silverlight projects 201 | Generated_Code/ 202 | 203 | # Backup & report files from converting an old project file 204 | # to a newer Visual Studio version. Backup files are not needed, 205 | # because we have git ;-) 206 | _UpgradeReport_Files/ 207 | Backup*/ 208 | UpgradeLog*.XML 209 | UpgradeLog*.htm 210 | 211 | # SQL Server files 212 | *.mdf 213 | *.ldf 214 | 215 | # Business Intelligence projects 216 | *.rdl.data 217 | *.bim.layout 218 | *.bim_*.settings 219 | 220 | # Microsoft Fakes 221 | FakesAssemblies/ 222 | 223 | # GhostDoc plugin setting file 224 | *.GhostDoc.xml 225 | 226 | # Node.js Tools for Visual Studio 227 | .ntvs_analysis.dat 228 | 229 | # Visual Studio 6 build log 230 | *.plg 231 | 232 | # Visual Studio 6 workspace options file 233 | *.opt 234 | 235 | # Visual Studio LightSwitch build output 236 | **/*.HTMLClient/GeneratedArtifacts 237 | **/*.DesktopClient/GeneratedArtifacts 238 | **/*.DesktopClient/ModelManifest.xml 239 | **/*.Server/GeneratedArtifacts 240 | **/*.Server/ModelManifest.xml 241 | _Pvt_Extensions 242 | 243 | # Paket dependency manager 244 | .paket/paket.exe 245 | paket-files/ 246 | 247 | # FAKE - F# Make 248 | .fake/ 249 | 250 | # JetBrains Rider 251 | .idea/ 252 | *.sln.iml 253 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // Allgemeine Informationen über eine Assembly werden über die folgenden 6 | // Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern, 7 | // die einer Assembly zugeordnet sind. 8 | [assembly: AssemblyTitle("Unreal Helper")] 9 | [assembly: AssemblyDescription("A plugin which displays type infos of Unreal Engine classes.")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("Dr_Pepper")] 12 | [assembly: AssemblyProduct("ReClass.NET Plugin")] 13 | [assembly: AssemblyCopyright("")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar 18 | // für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von 19 | // COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen. 20 | [assembly: ComVisible(false)] 21 | 22 | // Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird 23 | [assembly: Guid("ca79ba0b-0d80-476a-b793-fc7ef6dcead7")] 24 | 25 | // Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten: 26 | // 27 | // Hauptversion 28 | // Nebenversion 29 | // Buildnummer 30 | // Revision 31 | // 32 | // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern 33 | // übernehmen, indem Sie "*" eingeben: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.1.0")] 36 | [assembly: AssemblyFileVersion("1.0.1.0")] 37 | -------------------------------------------------------------------------------- /Properties/Resources.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // Dieser Code wurde von einem Tool generiert. 4 | // Laufzeitversion:4.0.30319.42000 5 | // 6 | // Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn 7 | // der Code erneut generiert wird. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace UnrealPlugin.Properties { 12 | using System; 13 | 14 | 15 | /// 16 | /// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw. 17 | /// 18 | // Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert 19 | // -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert. 20 | // Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen 21 | // mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu. 22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")] 23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] 24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 25 | internal class Resources { 26 | 27 | private static global::System.Resources.ResourceManager resourceMan; 28 | 29 | private static global::System.Globalization.CultureInfo resourceCulture; 30 | 31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 32 | internal Resources() { 33 | } 34 | 35 | /// 36 | /// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird. 37 | /// 38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 39 | internal static global::System.Resources.ResourceManager ResourceManager { 40 | get { 41 | if (object.ReferenceEquals(resourceMan, null)) { 42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("UnrealPlugin.Properties.Resources", typeof(Resources).Assembly); 43 | resourceMan = temp; 44 | } 45 | return resourceMan; 46 | } 47 | } 48 | 49 | /// 50 | /// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle 51 | /// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden. 52 | /// 53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 54 | internal static global::System.Globalization.CultureInfo Culture { 55 | get { 56 | return resourceCulture; 57 | } 58 | set { 59 | resourceCulture = value; 60 | } 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Properties/Resources.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | 121 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ReClass.NET Unreal Plugin 2 | ================================= 3 | 4 | A ReClass.NET plugin which displays type infos of Unreal Engine classes. 5 | 6 | ![alt tag](https://abload.de/img/urealpluginmzj75.png) 7 | 8 | SUPPORTED GAMES 9 | --- 10 | - Playerunknown's Battlegrounds™ 11 | - Fortnite 12 | - To get it work with other unreal games add a case with the processname of your game 13 | and a signature for the GNames Array to the Code. 14 | 15 | INSTALLATION 16 | ----- 17 | - Clone from this repository and compile it yourself. 18 | - Copy UnrealPlugin.dll in the appropriate plugin folder (ReClass.NET/x86/Plugins or ReClass.NET/x64/Plugins). 19 | - Start ReClass.NET and check the plugins form. 20 | -------------------------------------------------------------------------------- /UnrealPlugin.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | Debug 6 | x86 7 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7} 8 | Library 9 | Properties 10 | UnrealPlugin 11 | UnrealPlugin 12 | v4.6.1 13 | 512 14 | 15 | 16 | x86 17 | true 18 | full 19 | false 20 | bin\Debug\ 21 | TRACE;DEBUG;RECLASSNET32 22 | prompt 23 | 4 24 | false 25 | 26 | 27 | x86 28 | pdbonly 29 | true 30 | bin\Release\ 31 | TRACE;RECLASSNET32;RELEASE 32 | prompt 33 | 4 34 | 35 | 36 | x64 37 | true 38 | full 39 | false 40 | bin\Debug\x64\ 41 | TRACE;DEBUG;RECLASSNET64 42 | prompt 43 | 4 44 | false 45 | 46 | 47 | x64 48 | pdbonly 49 | true 50 | bin\Release\x64\ 51 | TRACE;RECLASSNET64;RELEASE 52 | prompt 53 | 4 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | True 71 | True 72 | Resources.resx 73 | 74 | 75 | 76 | 77 | ResXFileCodeGenerator 78 | Resources.Designer.cs 79 | Designer 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | {bfb8917d-e9b4-463f-a6e8-612c35728c78} 88 | ReClass.NET 89 | 90 | 91 | 92 | 99 | -------------------------------------------------------------------------------- /UnrealPlugin.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.27004.2005 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnrealPlugin", "UnrealPlugin.csproj", "{CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}" 7 | EndProject 8 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ReClass.NET", "..\ReClass.NET\ReClass.NET\ReClass.NET.csproj", "{BFB8917D-E9B4-463F-A6E8-612C35728C78}" 9 | EndProject 10 | Global 11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 12 | Debug|Any CPU = Debug|Any CPU 13 | Debug|x64 = Debug|x64 14 | Debug|x86 = Debug|x86 15 | Release|Any CPU = Release|Any CPU 16 | Release|x64 = Release|x64 17 | Release|x86 = Release|x86 18 | EndGlobalSection 19 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 20 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Debug|Any CPU.ActiveCfg = Debug|x86 21 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Debug|x64.ActiveCfg = Debug|x64 22 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Debug|x64.Build.0 = Debug|x64 23 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Debug|x86.ActiveCfg = Debug|x86 24 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Debug|x86.Build.0 = Debug|x86 25 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Release|Any CPU.ActiveCfg = Release|x86 26 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Release|x64.ActiveCfg = Release|x64 27 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Release|x64.Build.0 = Release|x64 28 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Release|x86.ActiveCfg = Release|x86 29 | {CA79BA0B-0D80-476A-B793-FC7EF6DCEAD7}.Release|x86.Build.0 = Release|x86 30 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Debug|Any CPU.ActiveCfg = Debug|x86 31 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Debug|x64.ActiveCfg = Debug|x64 32 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Debug|x64.Build.0 = Debug|x64 33 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Debug|x86.ActiveCfg = Debug|x86 34 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Debug|x86.Build.0 = Debug|x86 35 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Release|Any CPU.ActiveCfg = Release|x86 36 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Release|x64.ActiveCfg = Release|x64 37 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Release|x64.Build.0 = Release|x64 38 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Release|x86.ActiveCfg = Release|x86 39 | {BFB8917D-E9B4-463F-A6E8-612C35728C78}.Release|x86.Build.0 = Release|x86 40 | EndGlobalSection 41 | GlobalSection(SolutionProperties) = preSolution 42 | HideSolutionNode = FALSE 43 | EndGlobalSection 44 | GlobalSection(ExtensibilityGlobals) = postSolution 45 | SolutionGuid = {395221D5-609F-474F-BC76-194DA6CE3FA7} 46 | EndGlobalSection 47 | EndGlobal 48 | -------------------------------------------------------------------------------- /UnrealPluginExt.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Text; 3 | using ReClassNET; 4 | using ReClassNET.Memory; 5 | using ReClassNET.MemoryScanner; 6 | using ReClassNET.Nodes; 7 | using ReClassNET.Plugins; 8 | using ReClassNET.Util; 9 | using static System.IO.Path; 10 | 11 | namespace UnrealPlugin 12 | { 13 | public class UnrealPluginExt : Plugin, INodeInfoReader 14 | { 15 | private IPluginHost host; 16 | internal static Settings Settings; 17 | 18 | private IntPtr gNames; 19 | private IntPtr gObjects; 20 | 21 | public override bool Initialize(IPluginHost host) 22 | { 23 | //System.Diagnostics.Debugger.Launch(); 24 | 25 | if (this.host != null) 26 | { 27 | Terminate(); 28 | } 29 | 30 | this.host = host ?? throw new ArgumentNullException(nameof(host)); 31 | 32 | Settings = host.Settings; 33 | 34 | // Register the InfoReader 35 | host.RegisterNodeInfoReader(this); 36 | 37 | // Register ProcessAttached handler 38 | host.Process.ProcessAttached += OnProcessAttached; 39 | 40 | return true; 41 | } 42 | 43 | private static IntPtr FindPattern(RemoteProcess process, Module module, string pattern) 44 | { 45 | // Read Module Bytes 46 | var moduleBytes = process.ReadRemoteMemory(module.Start, module.Size.ToInt32()); 47 | 48 | // Parse Bytepattern 49 | var bytePattern = BytePattern.Parse(pattern); 50 | 51 | // Find Bytepattern in our copy 52 | var limit = moduleBytes.Length - bytePattern.Length; 53 | for (var i = 0; i < limit; ++i) 54 | { 55 | if (bytePattern.Equals(moduleBytes, i)) 56 | { 57 | return module.Start + i; 58 | } 59 | } 60 | 61 | return IntPtr.Zero; 62 | } 63 | 64 | private void OnProcessAttached(RemoteProcess process) 65 | { 66 | process.UpdateProcessInformations(); 67 | 68 | gNames = IntPtr.Zero; 69 | gObjects = IntPtr.Zero; 70 | 71 | var processName = GetFileName(process.UnderlayingProcess.Path).ToLower(); 72 | switch (processName) 73 | { 74 | // TODO: Add more games 75 | 76 | case "tslgame.exe": // Playerunknown's Battlegrounds 77 | case "fortniteclient-win64-shipping.exe": // Fortnite 78 | { 79 | var pattern = "48 89 1D ?? ?? ?? ?? 48 8B 5C 24 ?? 48 83 C4 28 C3 48 8B 5C 24 ?? 48 89 05 ?? ?? ?? ?? 48 83 C4 28 C3"; 80 | var address = FindPattern(process, process.GetModuleByName(processName), pattern); 81 | 82 | if (!address.IsNull()) 83 | { 84 | var offset = process.ReadRemoteInt32(address + 0x3); 85 | gNames = process.ReadRemoteIntPtr(address + offset + 7); 86 | } 87 | 88 | pattern = "48 8D 0D ?? ?? ?? ?? E8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 8B D6 48 89 B5"; 89 | address = FindPattern(process, process.GetModuleByName(processName), pattern); 90 | 91 | if (!address.IsNull()) 92 | { 93 | var offset = process.ReadRemoteInt32(address + 0x3); 94 | gObjects = address + offset + 7; 95 | } 96 | 97 | break; 98 | } 99 | } 100 | } 101 | 102 | public override void Terminate() 103 | { 104 | host.DeregisterNodeInfoReader(this); 105 | } 106 | 107 | public string ReadNodeInfo(BaseNode node, IntPtr nodeAddress, IntPtr nodeValue, MemoryBuffer memory) 108 | { 109 | if (IsUObject(nodeValue, memory)) 110 | { 111 | return GetUObjectName(nodeValue, memory); 112 | } 113 | 114 | return null; 115 | } 116 | 117 | private bool IsUObject(IntPtr objectPtr, MemoryBuffer memory) 118 | { 119 | if (gObjects.IsNull()) 120 | { 121 | return false; 122 | } 123 | 124 | var internalIndex = memory.Process.ReadRemoteInt32(objectPtr + IntPtr.Size + 0x4); 125 | 126 | var numElements = memory.Process.ReadRemoteInt32(gObjects + 0x10 + IntPtr.Size + 0x4); 127 | 128 | if (internalIndex < 0 || internalIndex >= numElements) return false; 129 | 130 | var objects = memory.Process.ReadRemoteIntPtr(gObjects + 0x10); 131 | 132 | #if RECLASSNET64 133 | var objectPtrCheck = memory.Process.ReadRemoteIntPtr(objects + internalIndex * 0x18); 134 | #else 135 | var objectPtrCheck = memory.Process.ReadRemoteIntPtr(objects + internalIndex * 0x10); 136 | #endif 137 | 138 | bool result = objectPtr == objectPtrCheck; 139 | 140 | return result; 141 | } 142 | 143 | private string GetUObjectName(IntPtr objectPtr, MemoryBuffer memory) 144 | { 145 | if (gNames.IsNull()) 146 | { 147 | return null; 148 | } 149 | 150 | #if RECLASSNET64 151 | var nameIndex = memory.Process.ReadRemoteInt32(objectPtr + 0x18); 152 | #else 153 | var nameIndex = memory.Process.ReadRemoteInt32(objectPtr + 0x10); 154 | #endif 155 | 156 | if (nameIndex < 1) 157 | { 158 | return null; 159 | } 160 | 161 | var numElements = memory.Process.ReadRemoteInt32(gNames + 0x80 * IntPtr.Size); 162 | var numChunks = memory.Process.ReadRemoteInt32(gNames + 0x80 * IntPtr.Size + 0x4); 163 | 164 | var indexChunk = nameIndex / 16384; 165 | var indexName = nameIndex % 16384; 166 | 167 | if (nameIndex < numElements && indexChunk < numChunks) 168 | { 169 | var chunkPtr = memory.Process.ReadRemoteIntPtr(gNames + indexChunk * IntPtr.Size); 170 | 171 | if (chunkPtr.MayBeValid()) 172 | { 173 | var namePtr = memory.Process.ReadRemoteIntPtr(chunkPtr + indexName * IntPtr.Size); 174 | 175 | var nameEntryIndex = memory.Process.ReadRemoteInt32(namePtr); 176 | 177 | if (nameEntryIndex >> 1 == nameIndex) 178 | { 179 | var wideChar = (nameEntryIndex & 1) != 0; 180 | 181 | var name = memory.Process.ReadRemoteString(wideChar ? Encoding.Unicode : Encoding.ASCII, namePtr + 0x8 + IntPtr.Size, 1024); 182 | 183 | return name; 184 | } 185 | } 186 | } 187 | 188 | return null; 189 | } 190 | } 191 | } 192 | --------------------------------------------------------------------------------