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Update main.cpp
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205
main.cpp
205
main.cpp
@ -35,13 +35,45 @@ struct {
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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// 手动触控偏移
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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// 缩放与 UI 控制
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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.0f;
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// Hook 调试信息全局存储
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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// =================================================================
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// 内核级安全读取 (文件描述符长期保持打开以提升性能)
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// 动态偏移量配置 (可在 UI 中实时修改)
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// =================================================================
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 0x20;
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uint32_t addr1_to_addr2 = 0x10;
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uint32_t item_to_addr3 = 0x18;
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uint32_t addr3_to_addr4 = 0x30;
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uint32_t addr3_to_addr5 = 0x100;
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uint32_t addr3_to_addr6 = 0x70;
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// 数据属性的偏移也可以视需要动态化,这里先固定常用的
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uint32_t prop_gold = 0x20;
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uint32_t prop_hp = 0x30;
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uint32_t prop_maxhp = 0x32;
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uint32_t prop_level = 0x50;
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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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// =================================================================
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// 内核级安全读取
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// =================================================================
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static int g_MemFd = -1;
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@ -57,7 +89,7 @@ T SafeRead(uintptr_t address) {
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}
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// =================================================================
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// 核心架构升级:分离式快照数据结构 (Snapshot)
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// 分离式快照数据结构 (Snapshot)
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// =================================================================
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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@ -65,7 +97,6 @@ struct PlayerData {
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float mapX = 0, mapY = 0;
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};
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// 完整的指针链快照(用于排错)
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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@ -75,59 +106,68 @@ struct DebugChain {
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} items[15];
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};
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// 全局快照包裹
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struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets; // 记录生成这份快照时使用的偏移
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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// 线程间数据交换的核心锁
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std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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// =================================================================
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// 后台数据工人线程 (与渲染彻底解耦,永不卡死画面)
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// 后台数据工人线程 (热更新读取)
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// =================================================================
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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// 读取最新的动态偏移
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DynamicOffsets currOff;
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{
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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currOff = g_Offsets;
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}
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newSnap.offsets = currOff;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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newSnap.debug.baseX0 = baseX0;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + 0x20);
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// 按照最新的动态偏移进行抓取
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
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newSnap.debug.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + 0x10);
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8)); // 假设指针数组大小为 8 字节
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + 0x18);
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + 0x30);
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + 0x20);
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p.hp = SafeRead<int32_t>(addr4 + 0x30);
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p.maxHp = SafeRead<int32_t>(addr4 + 0x32);
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p.level = SafeRead<int32_t>(addr4 + 0x50);
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p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
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p.maxHp = SafeRead<int32_t>(addr4 + currOff.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + 0x100);
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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if (addr5) {
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p.worldX = SafeRead<float>(addr5 + 0x0);
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@ -136,13 +176,14 @@ void DataWorkerThread() {
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p.mana = SafeRead<int32_t>(addr5 + 0x28);
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}
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + 0x70);
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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// 有效性过滤
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if (p.maxHp > 0 && p.maxHp < 50000) {
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newSnap.players.push_back(p);
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}
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@ -151,13 +192,10 @@ void DataWorkerThread() {
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}
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}
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// 安全交换快照
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{
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std::lock_guard<std::mutex> lock(g_SnapshotMutex);
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g_CurrentSnapshot = newSnap;
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}
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// 休眠 16ms 限制性能消耗 (约 60FPS 刷新率)
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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@ -193,22 +231,67 @@ void hook_ClearActor(void* x0) {
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}
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// =================================================================
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// 渲染循环与 UI 设计 (学习 2.txt)
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// 渲染循环与 UI 设计
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// =================================================================
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("Pointer Debugger (Find Breakpoints)")) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Color Legend: Green = Valid | Red = Nullptr (Broken)");
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if (ImGui::Begin("Pointer Debugger (实时指针诊断)")) {
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// --- 1. 运行时偏移量实时修改面板 (按钮微调版) ---
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if (ImGui::CollapsingHeader("Live Offset Editor (手动调节偏移量)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "注:点击下方按钮直接微调,步长为 10 进制");
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ImGui::Separator();
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// 封装一个画大号加减按钮的 Lambda 表达式,改为 ±1, ±4, ±8 步长
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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// 显示十进制,同时也保留十六进制方便核对
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
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// 防溢出保护的减法
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if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
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// 加法
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::Separator();
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ImGui::PopID();
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};
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// 绘制 6 个地址的加减调节器
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drawOffsetBtn("X0 -> Addr1 (地址1)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("Addr1 -> Addr2 (英雄数组)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("Hero Item -> Addr3", g_Offsets.item_to_addr3);
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drawOffsetBtn("Addr3 -> Addr4 (血量属性)", g_Offsets.addr3_to_addr4);
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drawOffsetBtn("Addr3 -> Addr5 (世界坐标)", g_Offsets.addr3_to_addr5);
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drawOffsetBtn("Addr3 -> Addr6 (小地图)", g_Offsets.addr3_to_addr6);
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}
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ImGui::Separator();
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// --- 2. 核心模块与 RVA 展示 ---
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Module] %s Base: 0x%lx", GAME_MODULE, g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActorParams (RVA 0x73507bc) -> 实际地址: 0x%lx", g_HookAddr_InitActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 实际地址: 0x%lx", g_HookAddr_ClearActor);
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ImGui::Separator();
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const auto& d = snap.debug;
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "断点图例: 绿色 = 有效地址 | 红色 = 0x0 (请排查上方该级偏移是否正确)");
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ImGui::Separator();
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// --- 3. 动态实时断点树 (改为十进制显示) ---
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const auto& d = snap.debug;
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const auto& off = snap.offsets; // 渲染所用的正是当前这帧对应的偏移量
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// 顶级基址展示
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[Base] InitActor x0: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x20] Addr1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x10] HeroArray: 0x%lx", d.addr2);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr1: 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr2 (HeroArray): 0x%lx", off.addr1_to_addr2, d.addr2);
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ImGui::Separator();
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@ -217,27 +300,25 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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if (d.items[i].base == 0) continue;
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char nodeName[64];
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snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - Addr: 0x%lx", i, d.items[i].base);
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snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - ItemAddr: 0x%lx", i, d.items[i].base);
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// 使用 TreeNode 仿造类似 CE 的内存层级视图
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+0x18] EntityData: 0x%lx", d.items[i].addr3);
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" └─ [+%d] Addr3 (EntityData): 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ [+0x30] Props Addr: 0x%lx", d.items[i].addr4);
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" ├─ [+%d] Addr4 (Props) : 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ [+0x100] World Addr: 0x%lx", d.items[i].addr5);
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" ├─ [+%d] Addr5 (World) : 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+0x70] Radar Addr: 0x%lx", d.items[i].addr6);
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" └─ [+%d] Addr6 (Radar) : 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
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}
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ImGui::TreePop();
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}
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}
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} else {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "Waiting for Hero Array to initialize...");
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "等待英雄数组初始化...");
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}
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}
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ImGui::End();
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@ -270,8 +351,9 @@ void handle_android_event(AInputEvent* event) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = g_Touch.renderW / g_Touch.physW;
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float autoScaleY = g_Touch.renderH / g_Touch.physH;
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g_Touch.x = AMotionEvent_getX(event, 0) * autoScaleX;
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g_Touch.y = AMotionEvent_getY(event, 0) * autoScaleY;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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@ -296,7 +378,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_Touch.renderW = (float)w;
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g_Touch.renderH = (float)h;
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// 【核心】从后台线程窃取一张"快照",渲染层永不参与真实内存读写
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GameSnapshot snapshot;
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{
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std::lock_guard<std::mutex> lock(g_SnapshotMutex);
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@ -316,7 +397,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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float finalScale = deviceScale * g_DynamicScale;
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float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
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static ImGuiStyle default_style;
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static bool style_backed_up = false;
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@ -327,10 +408,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiStyle& style = ImGui::GetStyle();
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style = default_style;
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style.ScaleAllSizes(3.0f * finalScale);
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f;
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style.WindowMinSize = ImVec2(100.0f, 100.0f);
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io.FontGlobalScale = 3.0f * finalScale;
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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@ -343,11 +424,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_BaseWindowHeight = h * 0.45f;
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}
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// 菜单展示
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ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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static bool show_pointer_debugger = false;
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static bool show_pointer_debugger = true; // 默认打开调试窗方便你排查
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static bool show_radar = true;
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if (ImGui::Begin("Game Inspector (Auto-Adaptive)")) {
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@ -356,6 +436,25 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
|
||||
if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
|
||||
|
||||
if (ImGui::CollapsingHeader("Calibration Settings (菜单缩放与触控校准)")) {
|
||||
ImGui::SliderFloat("UI Scale (菜单大小)", &g_UserUIScale, 0.5f, 2.5f, "%.2f");
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||||
|
||||
ImGui::Text("Touch Offset X: %.1f px", g_Touch.offsetX);
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("-50##x")) g_Touch.offsetX -= 50; ImGui::SameLine();
|
||||
if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+50##x")) g_Touch.offsetX += 50;
|
||||
|
||||
ImGui::Text("Touch Offset Y: %.1f px", g_Touch.offsetY);
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("-50##y")) g_Touch.offsetY -= 50; ImGui::SameLine();
|
||||
if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+50##y")) g_Touch.offsetY += 50;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Checkbox("Show Radar (小地图透视)", &show_radar);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Pointer Debugger (指针调试器)", &show_pointer_debugger);
|
||||
@ -373,7 +472,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
ImGui::TableSetupColumn("Map Coord");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
// 直接用 snapshot 的数据画图,0 消耗,0 崩溃风险
|
||||
for (const auto& p : snapshot.players) {
|
||||
ImGui::TableNextRow();
|
||||
ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
|
||||
@ -389,12 +487,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
// 呼叫调试窗口
|
||||
if (show_pointer_debugger) {
|
||||
DrawPointerDebugger(snapshot, w, h);
|
||||
}
|
||||
|
||||
// 雷达绘制
|
||||
if (show_radar && snapshot.inMatch) {
|
||||
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
|
||||
@ -445,16 +541,23 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
void* DelayedHookThread(void*) {
|
||||
sleep(15);
|
||||
|
||||
// 【核心】启动专门的后台查内存工人
|
||||
std::thread(DataWorkerThread).detach();
|
||||
|
||||
uintptr_t gameBase = GetModuleBase(GAME_MODULE);
|
||||
if (!gameBase) {
|
||||
LOGE("未找到 %s", GAME_MODULE);
|
||||
} else {
|
||||
DobbyHook((void*)(gameBase + 0x73507bc), (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
DobbyHook((void*)(gameBase + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
LOGI("[*] 注入成功! 基址: %p", (void*)gameBase);
|
||||
g_GameBase = gameBase;
|
||||
g_HookAddr_InitActor = gameBase + 0x73507bc;
|
||||
g_HookAddr_ClearActor = gameBase + 0x734bc10;
|
||||
|
||||
LOGI("[*] 准备 Hook InitActorParams, RVA: 0x73507bc, 绝对地址: 0x%lx", g_HookAddr_InitActor);
|
||||
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
|
||||
LOGI("[*] 准备 Hook ClearActor, RVA: 0x734bc10, 绝对地址: 0x%lx", g_HookAddr_ClearActor);
|
||||
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
|
||||
LOGI("[*] 注入成功! 模块基址: %p", (void*)gameBase);
|
||||
}
|
||||
|
||||
void* sym_egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user