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// Hey rockstar if you keep up with this I'll make you integrity check everything until you can't anymore, please grow a brain and realize that this is futile
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// and kills performance if you're the host
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auto vtable = *reinterpret_cast<void***>(element);
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if (vtable[1] == Pointers.Nullsub)
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return; // already nopped
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auto new_vtable = newvoid*[3];
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memcpy(new_vtable, vtable, sizeof(void*) * 3);
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new_vtable[1] = Pointers.Nullsub;
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*reinterpret_cast<void***>(element) = new_vtable;
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}
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staticvoidDefuseSigscanner()
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{
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bool patched = false;
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for (auto mode = Pointers.GameSkeleton->m_UpdateModes; mode; mode = mode->m_Next)
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{
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for (auto update_node = mode->m_Head; update_node; update_node = update_node->m_Next)
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{
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if (update_node->m_Hash != "Common Main"_J)
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continue;
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auto group = reinterpret_cast<rage::gameSkeletonUpdateGroup*>(update_node);
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for (auto group_child_node = group->m_Head; group_child_node; group_child_node = group_child_node->m_Next)
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{
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// TamperActions is a leftover from the old AC, but still useful to block anyway
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if (group_child_node->m_Hash != 0xA0F39FB6 && group_child_node->m_Hash != "TamperActions"_J)
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