For some reason, my code only works with NVIDIA. I have provided you with two files, Hook.cpp and Hook.hpp. Your task is to fix this problem. Please show me the code without any comments. Initially, your code should not require additional work.  I also want to note that getting directly through vtable does not work, try another way.
```Hook.cpp
#include "Hook.hpp"

#ifdef _DEBUG
#include <cstdio>
#define DEBUG_PRINT(format, ...) printf(format, __VA_ARGS__)
#else
#define DEBUG_PRINT(format, ...) (void)0
#endif

#include "minhook/include/MinHook.h"
#include "FindPattern/FindPattern.h"
#include "Models.hpp"

namespace Hook
{
    // Safely releases a COM object and sets the pointer to nullptr
    inline void SafeRelease(IUnknown* dxObject)
    {
        if (dxObject)
        {
            dxObject->Release();
            dxObject = nullptr;
        }
    }

    // Safely releases an array of shader resource views
    inline void SafeReleaseSRVs(ID3D11ShaderResourceView* SRVs[])
    {
        for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
        {
            if (SRVs[i] == nullptr)
            {
                break;
            }
            SafeRelease(SRVs[i]);
        }
    }

    // Counts the number of valid shader resource views in the array
    inline size_t CountSRVs(ID3D11ShaderResourceView* SRVs[])
    {
        size_t count = 0;
        while (count < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT && SRVs[count] != nullptr)
        {
            ++count;
        }
        return count;
    }

    // Initialization function to set up hooks
    DWORD WINAPI Init()
    {
        // Initialize MinHook
        MH_STATUS mhStatus = MH_Initialize();
        if (mhStatus != MH_OK)
        {
            DEBUG_PRINT("Error: Failed to initialize MinHook! Status: %d\n", mhStatus);
            return FALSE;
        }

        // Get the module handle for d3d11.dll
        HMODULE d3d11Module = GetModuleHandleW(L"d3d11.dll");
        if (!d3d11Module)
        {
            DEBUG_PRINT("Error: Failed to get d3d11.dll module handle. LastError: %lu\n", GetLastError());
            return FALSE;
        }
        DEBUG_PRINT("d3d11.dll module handle: %p\n", static_cast<void*>(d3d11Module));

        // Define search offsets and ranges
        constexpr size_t SEARCH_OFFSET = 0x100000;
        constexpr size_t SEARCH_RANGE = 0x200000;
        uintptr_t moduleBase = reinterpret_cast<uintptr_t>(d3d11Module);
        uintptr_t searchStart = moduleBase + SEARCH_OFFSET;
        size_t searchLength = SEARCH_RANGE - SEARCH_OFFSET;

        // Attempt to find the DrawIndexedInstancedIndirect function using pattern scanning
        uintptr_t functionAddress = IgroWidgets::FindPattern(
            searchStart,
            searchLength,
            reinterpret_cast<const unsigned char*>("\x48\x89\x5C\x24\x08\x48\x89\x74\x24\x10\x57\x48\x83\xEC\x00\x41\x8B\xF0\x48\x8B\xDA\x48\x8D\xB9\x00\x00\x00\xFF\x48\x8B\xCF\xE8\x00\x00\x00\x00\x84\xC0\x74\x00\x48\x85\xDB\x74\x00\x8B\x8B\x00\x00\x00\x00\x8B\x93"),
            "xxxxxxxxxxxxxx?xxxxxxxxx???xxxxx????xxx?xxxx?xx????xx"
        );

        if (functionAddress == 0)
        {
            DEBUG_PRINT("Couldn't find DrawIndexedInstancedIndirect with Windows 11 pattern, trying with Windows 10...\n");
            functionAddress = IgroWidgets::FindPattern(
                searchStart,
                searchLength,
                reinterpret_cast<const unsigned char*>("\x48\x83\xEC\x00\x4C\x8B\xD1\x48\x85\xD2\x74\x00\x8B\x82"),
                "xxx?xxxxxxx?xx"
            );
        }

        // Assign the found function address
        if (functionAddress == 0)
        {
            DEBUG_PRINT("Error: Couldn't find DrawIndexedInstancedIndirect function!\n");
            return FALSE;
        }
        DEBUG_PRINT("Found DrawIndexedInstancedIndirect function at: 0x%llX\n", functionAddress);

        // Cast the function address to LPVOID
        LPVOID targetFunction = reinterpret_cast<LPVOID>(functionAddress);
        DrawIndexedInstancedIndirectAddress = targetFunction;

        // Create the hook for DrawIndexedInstancedIndirect
        mhStatus = MH_CreateHook(
            DrawIndexedInstancedIndirectAddress,
            &DetourDrawIndexedInstancedIndirect,
            reinterpret_cast<LPVOID*>(&OriginalDrawIndexedInstancedIndirect)
        );
        if (mhStatus != MH_OK)
        {
            DEBUG_PRINT("Error: Failed MH_CreateHook for DrawIndexedInstancedIndirect! Status: %d\n", mhStatus);
            return FALSE;
        }

        // Enable the hook
        mhStatus = MH_EnableHook(DrawIndexedInstancedIndirectAddress);
        if (mhStatus != MH_OK)
        {
            DEBUG_PRINT("Error: Failed MH_EnableHook for DrawIndexedInstancedIndirect! Status: %d\n", mhStatus);
            return FALSE;
        }

        DEBUG_PRINT("DrawIndexedInstancedIndirect hook enabled\n");
        return TRUE;
    }

    // Cleanup function to disable hooks and release resources
    void Unload()
    {
        if (DrawIndexedInstancedIndirectAddress)
        {
            MH_DisableHook(DrawIndexedInstancedIndirectAddress);
        }

        SafeRelease(wallHackDSS);
        SafeRelease(redSRV);
        SafeRelease(greenSRV);
    }

    // Creates a shader resource view (SRV) with a solid color
    void CreateColorSRV(ID3D11Device* device, const RGBA& color, ID3D11ShaderResourceView** shaderResourceView)
    {
        if (!device || !shaderResourceView)
            return;

        D3D11_SUBRESOURCE_DATA initData = {};
        initData.pSysMem = &color;
        initData.SysMemPitch = sizeof(color);
        initData.SysMemSlicePitch = 0;

        ID3D11Texture2D* texture = nullptr;
        D3D11_TEXTURE2D_DESC desc = {};
        desc.Width = 1;
        desc.Height = 1;
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;

        HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
        if (SUCCEEDED(hr) && texture)
        {
            D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
            SRVDesc.Format = desc.Format;
            SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
            SRVDesc.Texture2D.MipLevels = 1;

            hr = device->CreateShaderResourceView(texture, &SRVDesc, shaderResourceView);
            if (FAILED(hr))
            {
                DEBUG_PRINT("Error: Failed to create shader resource view. HRESULT: 0x%X\n", hr);
            }

            SafeRelease(texture);
        }
        else
        {
            DEBUG_PRINT("Error: Failed to create texture2D. HRESULT: 0x%X\n", hr);
        }
    }

    // Creates red and green SRVs if they haven't been created yet
    void CreateColorSRVs(ID3D11Device* device)
    {
        if (!device || (greenSRV && redSRV))
            return;

        const RGBA red(255, 0, 0, 255);
        const RGBA green(0, 255, 0, 255);

        CreateColorSRV(device, red, &redSRV);
        CreateColorSRV(device, green, &greenSRV);
    }

    // Creates a Depth Stencil State (DSS) for wall hacks
    void CreateDepthStencilStates(ID3D11Device* device)
    {
        if (!device || wallHackDSS)
            return;

        D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
        depthStencilDesc.DepthEnable = FALSE;
        depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
        depthStencilDesc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
        depthStencilDesc.StencilEnable = FALSE;
        depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
        depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;

        // Front face stencil operations
        depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

        // Back face stencil operations
        depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

        HRESULT hr = device->CreateDepthStencilState(&depthStencilDesc, &wallHackDSS);
        if (FAILED(hr))
        {
            DEBUG_PRINT("Error: Failed to create DepthStencilState. HRESULT: 0x%X\n", hr);
        }
    }

    // Draws chams (colored models) based on visibility
    bool DrawChams(
        ID3D11DeviceContext* pContext,
        ID3D11Buffer* pBufferForArgs,
        UINT AlignedByteOffsetForArgs,
        ID3D11ShaderResourceView* SRVs[],
        ID3D11ShaderResourceView* srvWhenInvisible,
        ID3D11ShaderResourceView* srvWhenVisible
    )
    {
        if (!pContext || !pBufferForArgs || !SRVs)
            return false;

        const size_t srvCount = CountSRVs(SRVs);
        if (srvWhenInvisible)
        {
            ID3D11DepthStencilState* originalDSS = nullptr;
            UINT originalStencilRef = 0;
            pContext->OMGetDepthStencilState(&originalDSS, &originalStencilRef);

            for (size_t i = 0; i < srvCount; ++i)
            {
                pContext->PSSetShaderResources(static_cast<UINT>(i), 1, &srvWhenInvisible);
            }

            pContext->OMSetDepthStencilState(wallHackDSS, originalStencilRef);
            OriginalDrawIndexedInstancedIndirect(pContext, pBufferForArgs, AlignedByteOffsetForArgs);

            pContext->OMSetDepthStencilState(originalDSS, originalStencilRef);
            SafeRelease(originalDSS);
        }

        if (srvWhenVisible)
        {
            for (size_t i = 0; i < srvCount; ++i)
            {
                pContext->PSSetShaderResources(static_cast<UINT>(i), 1, &srvWhenVisible);
            }
            OriginalDrawIndexedInstancedIndirect(pContext, pBufferForArgs, AlignedByteOffsetForArgs);
            return true;
        }

        return false;
    }

    // Detour function for DrawIndexedInstancedIndirect
    void __stdcall DetourDrawIndexedInstancedIndirect(
        ID3D11DeviceContext* pContext,
        ID3D11Buffer* pBufferForArgs,
        UINT AlignedByteOffsetForArgs
    )
    {
#ifdef _DEBUG
        static bool printOnce = true;
        if (printOnce)
        {
            DEBUG_PRINT("DetourDrawIndexedInstancedIndirect was called, confirmation that the right function was hooked\n");
            printOnce = false;
        }
#endif

        if (!pContext)
        {
            OriginalDrawIndexedInstancedIndirect(pContext, pBufferForArgs, AlignedByteOffsetForArgs);
            return;
        }

        ID3D11Device* device = nullptr;
        pContext->GetDevice(&device);
        if (!device)
        {
            OriginalDrawIndexedInstancedIndirect(pContext, pBufferForArgs, AlignedByteOffsetForArgs);
            return;
        }

        CreateColorSRVs(device);
        CreateDepthStencilStates(device);
        SafeRelease(device);

        ID3D11Buffer* veBuffer = nullptr;
        UINT stride = 0;
        UINT veBufferOffset = 0;
        pContext->IAGetVertexBuffers(0, 1, &veBuffer, &stride, &veBufferOffset);
        SafeRelease(veBuffer);

        ID3D11Buffer* pscBuffer = nullptr;
        D3D11_BUFFER_DESC pscDesc = {};
        UINT pscWidth = 0;
        pContext->PSGetConstantBuffers(0, 1, &pscBuffer);
        if (pscBuffer)
        {
            pscBuffer->GetDesc(&pscDesc);
            pscWidth = pscDesc.ByteWidth;
            SafeRelease(pscBuffer);
        }

        ID3D11Buffer* vscBuffer = nullptr;
        D3D11_BUFFER_DESC vscDesc = {};
        UINT vscWidth = 0;
        pContext->VSGetConstantBuffers(0, 1, &vscBuffer);
        if (vscBuffer)
        {
            vscBuffer->GetDesc(&vscDesc);
            vscWidth = vscDesc.ByteWidth;
            SafeRelease(vscBuffer);
        }

        const UINT compVscWidth = vscWidth / 10;
        const UINT compPscWidth = pscWidth / 10;

        ID3D11ShaderResourceView* originalSRVs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] = {};
        pContext->PSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, originalSRVs);

        bool isModel =
            Models::Body1.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::Body2.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::Skin1.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::Skin2.IsModel(stride, compVscWidth, compPscWidth, originalSRVs);

        bool isWorldOverlay =
            Models::DroneWorldOverlay.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::WorldOverlay1.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::WorldOverlay2.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            Models::WorldOverlay3.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) ||
            (Models::WorldOverlay4.IsModel(stride, compVscWidth, compPscWidth, originalSRVs) &&
                !Models::Scope.IsModel(stride, compVscWidth, compPscWidth, originalSRVs));

        if (isModel)
        {
            if (DrawChams(pContext, pBufferForArgs, AlignedByteOffsetForArgs, originalSRVs, redSRV, greenSRV))
            {
                SafeReleaseSRVs(originalSRVs);
                return;
            }
        }
        else if (isWorldOverlay)
        {
            SafeReleaseSRVs(originalSRVs);
            return;
        }

        SafeReleaseSRVs(originalSRVs);
        OriginalDrawIndexedInstancedIndirect(pContext, pBufferForArgs, AlignedByteOffsetForArgs);
    }
}
```

```Hook.hpp
#pragma once

#include <d3d11.h>
#include "RGBA.hpp"

typedef void(__stdcall* D3D11DrawIndexedInstancedIndirect) (ID3D11DeviceContext* pContext, ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs);

namespace Hook
{
    inline D3D11DrawIndexedInstancedIndirect OriginalDrawIndexedInstancedIndirect = nullptr;
    inline LPVOID DrawIndexedInstancedIndirectAddress = nullptr;

    inline ID3D11DepthStencilState* wallHackDSS = nullptr;

    inline ID3D11ShaderResourceView* redSRV = nullptr;
    inline ID3D11ShaderResourceView* greenSRV = nullptr;

    DWORD WINAPI Init();
    void Unload();

    void CreateColorSRV(ID3D11Device* device, const RGBA& color, ID3D11ShaderResourceView** shaderResourceView);
    void CreateColorSRVs(ID3D11Device* device);

    void CreateDepthStencilStates(ID3D11Device* device);

    bool DrawChams(ID3D11DeviceContext* pContext, ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs, ID3D11ShaderResourceView* SRVs[],
        ID3D11ShaderResourceView* srvWhenInvisible, ID3D11ShaderResourceView* srvWhenVisible);

    void __stdcall DetourDrawIndexedInstancedIndirect(ID3D11DeviceContext* pContext, ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs);
}
```