├── .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 | 
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 |
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