Fix dedicated crash during script error + shutdown game properly when tasked by user

This commit is contained in:
Amos 2022-02-18 02:51:16 +01:00
parent 5d60324a2e
commit 9e21284172
2 changed files with 137 additions and 41 deletions

View File

@ -33,7 +33,8 @@ void Dedicated_Init()
// CHLClIENT
//-------------------------------------------------------------------------
{
gCHLClient__1000.Patch({ 0xC3 }); // FUN --> RET | Return early in unknown 'CHLClient' function to prevent infinite loop.
CHLClient__LevelShutdown.Patch({ 0xB8, 0x00, 0x00, 0x00, 0x00, 0xC3 }); // FUN --> RET | Return early in 'CHLClient::LevelShutdown()' during DLL shutdown.
CHLClient__HudProcessInput.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CHLClient::HudProcessInput()' to prevent infinite loop.
}
//-------------------------------------------------------------------------
@ -71,7 +72,7 @@ void Dedicated_Init()
// CSHADERSYSTEM
//-------------------------------------------------------------------------
{
CShaderSystem__Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
CShaderSystem__Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init()' to prevent initialization.
}
//-------------------------------------------------------------------------
@ -106,6 +107,22 @@ void Dedicated_Init()
CGameServer__SpawnServer.Offset(0x48).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | TODO: Research 'CIVDebugOverlay'.
}
//-------------------------------------------------------------------------
// CVGUI
//-------------------------------------------------------------------------
{
/*MOV EAX, 0*/
CVGui__RunFrame.Patch({ 0xB8, 0x00, 0x00, 0x00, 0x00, 0xC3 }); // FUN --> RET | 'CVGui::RunFrame()' gets called on DLL shutdown.
}
//-------------------------------------------------------------------------
// CENGINEVGUI
//-------------------------------------------------------------------------
{
CEngineVGui__Shutdown.Patch({ 0xB8, 0x00, 0x00, 0x00, 0x00, 0xC3 }); // FUN --> RET | Cannot shutdown CEngineVGui if its never initialized.
CEngineVGui__ActivateGameUI.FindPatternSelf("74 08", ADDRESS::Direction::DOWN).Patch({ 0x90, 0x90 }); // JZ --> NOP | Remove condition to return early when engine attempts to activate UI on the server.
}
//-------------------------------------------------------------------------
// MM_HEARTBEAT
//-------------------------------------------------------------------------
@ -137,12 +154,25 @@ void Dedicated_Init()
gHost_Init_2.Offset(0x26F).Patch({ 0xE9, 0x4D, 0x05, 0x00, 0x00 }); // JNE --> JMP | client.dll systems initialization.
}
//-------------------------------------------------------------------------
// RUNTIME: HOST_SHUTDOWN
//-------------------------------------------------------------------------
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
Host_Shutdown.Offset(0x3B0).FindPatternSelf("0F 84", ADDRESS::Direction::DOWN).Patch({ 0x0F, 0x85 }); // JE --> JNE | Cannot shutdown ClientDLL if its never initialized.
Host_Shutdown.Offset(0x9D0).FindPatternSelf("0F 84", ADDRESS::Direction::DOWN, 300).Patch({ 0x0F, 0x85 }); // JE --> JNE | Cannot shutdown EngineVGui if its never initialized.
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
Host_Shutdown.Offset(0x2B0).FindPatternSelf("0F 84", ADDRESS::Direction::DOWN, 300).Patch({ 0x0F, 0x85 }); // JE --> JNE | Cannot shutdown ClientDLL if its never initialized.
Host_Shutdown.Offset(0x5C0).FindPatternSelf("0F 84", ADDRESS::Direction::DOWN, 300).Patch({ 0x0F, 0x85 }); // JE --> JNE | Cannot shutdown EngineVGui if its never initialized.
#endif
}
//-------------------------------------------------------------------------
// RUNTIME: HOST_NEWGAME
//-------------------------------------------------------------------------
{
Host_NewGame.Offset(0x4E0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
Host_NewGame.Offset(0x637).Patch({ 0xE9, 0xC1, 0x00, 0x00, 0x00 }); // JNE --> JMP | Prevent connect localhost from being executed in Host_NewGame.
Host_NewGame.Offset(0x637).Patch({ 0xE9, 0xC1, 0x00, 0x00, 0x00 }); // JNE --> JMP | Prevent connect localhost from being executed in Host_NewGame.
}
//-------------------------------------------------------------------------
@ -153,6 +183,15 @@ void Dedicated_Init()
_Host_RunFrame.Offset(0x1023).Patch({ 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP NULL call as client is never initialized.
}
//-------------------------------------------------------------------------
// RUNTIME: HOST_DISCONNECT
//-------------------------------------------------------------------------
{
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
Host_Disconnect.Offset(0x4A).FindPatternSelf("FF 90 80", ADDRESS::Direction::DOWN, 300).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, }); // CAL --> RET | This seems to call 'CEngineVGui::GetGameUIInputContext()'.
#endif
}
//-------------------------------------------------------------------------
// RUNTIME: EBISUSDK
//-------------------------------------------------------------------------
@ -205,10 +244,19 @@ void Dedicated_Init()
SCR_BeginLoadingPlaque.Offset(0x1D6).Patch({ 0xEB, 0x27 }); // JNE --> JMP | Prevent connect command from crashing by invalid call to UI function.
}
//-------------------------------------------------------------------------
// RUNTIME: CL_CLEARSTATE
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
{
CL_ClearState.Offset(0x0).Patch({ 0xC3 }); // FUN --> RET | Invalid 'CL_ClearState()' call from Host_Shutdown causing segfault.
}
#endif
// This mandatory pak file should only exist on the client.
if (!FileExists("vpk\\client_frontend.bsp.pak000_000.vpk"))
{
// Patch 'client' pak file string constants to 'server' if this is a standalone dedicated server
// Patch 'client' pak file string constants to 'server' if this is a standalone dedicated server.
g_pClientVPKDir.PatchString("vpk/%sserver_%s.bsp.pak000%s");
g_pClientBSP.PatchString("vpk/server_%s.bsp");
g_pClientCommonBSP.PatchString("vpk/server_mp_common.bsp");
@ -264,13 +312,5 @@ void RuntimePtc_Toggle() /* .TEXT */
printf("\n");
}
g_nop = !g_nop;
/*
rtech_asyncload "common.rpak"
rtech_asyncload "common_mp.rpak"
rtech_asyncload "mp_rr_canyonlands_mu1.rpak"
rtech_asyncload "mp_rr_desertlands_64k_x_64k.rpak"
*/
#endif // GAMEDLL_S3
}

View File

@ -34,7 +34,13 @@ namespace
//-------------------------------------------------------------------------
// CHLClIENT
//-------------------------------------------------------------------------
ADDRESS gCHLClient__1000 = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x28\x0F\xB6\x0D\x00\x00\x00\x00\x88\x15\x00\x00\x00\x00", "xxxxxxx????xx????"); // CHLClient + 1000
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS CHLClient__LevelShutdown = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x56\x41\x54\x41\x56\x48\x83\xEC\x28\x48\x8B\xF1", "xxxxxxxxxxxxxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS CHLClient__LevelShutdown = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\x48\x8B\xF9\x48\x8D\x0D\x00\x00\x00\x00", "xxxx?xxxx?xxxx?xxxxxxxxxxx????");
#endif // 0x1405BA360 // 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F9 48 8D 0D ? ? ? ? //
ADDRESS CHLClient__HudProcessInput = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x28\x0F\xB6\x0D\x00\x00\x00\x00\x88\x15\x00\x00\x00\x00", "xxxxxxx????xx????"); // CHLClient + 1000
// 0x1405C27B0 // 48 83 EC 28 0F B6 0D ? ? ? ? 88 15 ? ? ? ? //
//-------------------------------------------------------------------------
@ -49,27 +55,12 @@ namespace
ADDRESS MM_Heartbeat__ToString = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\xE8\x00\x00\x00\x00\x3B\x05\x00\x00\x00\x00", "xxxxx????xx????"); // server HeartBeat? (baseserver.cpp).
// 0x1402312A0 // 48 83 EC 38 E8 ? ? ? ? 3B 05 ? ? ? ? //
//-------------------------------------------------------------------------
// RUNTIME: SYS_INITGAME
//-------------------------------------------------------------------------
ADDRESS Sys_InitGame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x80\x3D\x00\x00\x00\x00\x00\x41\x8B\xD8", "xxxx?xxxx????xx?????xxx");
// 0x1402958D0 // 48 89 5C 24 ? 57 48 81 EC ? ? ? ? 80 3D ? ? ? ? ? 41 8B D8 //
//-------------------------------------------------------------------------
// CSHADERSYSTEM
//-------------------------------------------------------------------------
ADDRESS CShaderSystem__Init = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\xC6\x41\x10\x00", "xxxx?xxxx?xxxxxxxxx");
// 0x1403DF870 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 C6 41 10 00 //
//-------------------------------------------------------------------------
// RUNTIME: BSP_LUMP
//-------------------------------------------------------------------------
ADDRESS CollisionBSPData_LoadAllLumps = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x57", "xxxx?xxxx?xxxxxxxxxx"); // BSP.
// 0x1402546F0 // 48 89 54 24 ? 48 89 4C 24 ? 55 53 56 57 41 54 41 55 41 57 //
ADDRESS CollisionBSPData_LinkPhysics = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xF9\x33\xED", "xxxx?xxxx?xxxx????xxxxx"); // case 1: only gets called on changelevel, needs more research, function gets called by CModelLoader virtual function.
// 0x140256480 // 48 89 5C 24 ? 48 89 6C 24 ? 57 48 81 EC ? ? ? ? 48 8B F9 33 ED //
//-------------------------------------------------------------------------
// CSTUDIORENDERCONTEXT
//-------------------------------------------------------------------------
@ -90,7 +81,6 @@ namespace
//-------------------------------------------------------------------------
// CMODELLOADER
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS CModelLoader__FindModel = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x55\x41\x55\x41\x56\x48\x8D\xAC\x24\x00\x00\x00\x00", "xxxxxxxxxx????");
// 0x1402A1F10 // 40 55 41 55 41 56 48 8D AC 24 ? ? ? ? //
@ -121,6 +111,35 @@ namespace
// 0x140312D80 // 48 8B C4 53 55 56 57 41 54 41 55 41 57 //
#endif
//-------------------------------------------------------------------------
// CVGUI
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS CVGui__RunFrame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x55\x56\x57\x48\x83\xEC\x20\x0F\xB6\x69\x5C", "xxxx?xxxxxxxxxxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS CVGui__RunFrame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x57\x48\x83\xEC\x20\x48\x89\x5C\x24\x00\x48\x8B\xF9\x48\x89\x6C\x24\x00\x0F\xB6\x69\x5C", "xxxxxxxxxx?xxxxxxx?xxxx");
#endif
//-------------------------------------------------------------------------
// CENGINEVGUI
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS CEngineVGui__Shutdown = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x4C\x24\x00\x57\x41\x54\x48\x83\xEC\x38", "xxxx?xxxxxxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS CEngineVGui__Shutdown = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\x80\x3D\x00\x00\x00\x00\x00\x48\x8B\xD9", "xxxx?xxxx?xxxxxxx?????xxx");
#endif // 0x140282C90 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 80 3D ? ? ? ? ? 48 8B D9 //
ADDRESS CEngineVGui__ActivateGameUI = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x20\xF6\x81\x00\x00\x00\x00\x00\x48\x8B\xD9\x74\x08", "xxxxxxxx?????xxxxx");
//
//-------------------------------------------------------------------------
// RUNTIME: BSP_LUMP
//-------------------------------------------------------------------------
ADDRESS CollisionBSPData_LoadAllLumps = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x57", "xxxx?xxxx?xxxxxxxxxx"); // BSP.
// 0x1402546F0 // 48 89 54 24 ? 48 89 4C 24 ? 55 53 56 57 41 54 41 55 41 57 //
ADDRESS CollisionBSPData_LinkPhysics = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xF9\x33\xED", "xxxx?xxxx?xxxx????xxxxx"); // case 1: only gets called on changelevel, needs more research, function gets called by CModelLoader virtual function.
// 0x140256480 // 48 89 5C 24 ? 48 89 6C 24 ? 57 48 81 EC ? ? ? ? 48 8B F9 33 ED //
//-------------------------------------------------------------------------
// RUNTIME: FAIRFIGHT
//-------------------------------------------------------------------------
@ -130,6 +149,12 @@ namespace
ADDRESS FairFight_Init = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x20\x8B\x81\xB0\x03\x00\x00\x48\x8B\xD9\xC6", "xxxxxxxxxxxxxxxx");
#endif // 0x140303AE0 // 40 53 48 83 EC 20 8B 81 ? ? ? ? 48 8B D9 C6 81 ? ? ? ? ? //
//-------------------------------------------------------------------------
// RUNTIME: SYS_INITGAME
//-------------------------------------------------------------------------
ADDRESS Sys_InitGame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x80\x3D\x00\x00\x00\x00\x00\x41\x8B\xD8", "xxxx?xxxx????xx?????xxx");
// 0x1402958D0 // 48 89 5C 24 ? 57 48 81 EC ? ? ? ? 80 3D ? ? ? ? ? 41 8B D8 //
//-------------------------------------------------------------------------
// RUNTIME: HOST_INIT
//-------------------------------------------------------------------------
@ -143,10 +168,10 @@ namespace
// 0x140236640 // 88 4C 24 08 53 55 56 57 48 83 EC 68 //
//-------------------------------------------------------------------------
// RUNTIME: _HOST_RUNFRAME
// RUNTIME: HOST_SHUTDOWN
//-------------------------------------------------------------------------
ADDRESS _Host_RunFrame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x89\x58\x18\x48\x89\x70\x20\xF3\x0F\x11\x48\x00", "xxxxxxxxxxxxxxx?"); // _Host_RunFrame() with inlined CFrameTimer::MarkFrame()?
// 0x140231C00 // 48 8B C4 48 89 58 18 48 89 70 20 F3 0F 11 48 ? //
ADDRESS Host_Shutdown = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x83\xEC\x00\x80\x3D\x00\x00\x00\x00\x00\x0F\x85\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00", "xxxxxx?xx?????xx????xx????");
// 0x140239620 // 48 8B C4 48 83 EC ?? 80 3D ? ? ? ? ? 0F 85 ? ? ? ? 8B 15 ? ? ? ? //
//-------------------------------------------------------------------------
// RUNTIME: HOST_NEWGAME
@ -154,10 +179,24 @@ namespace
ADDRESS Host_NewGame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x00\x41\x54\x41\x00\x48\x81\xEC\x00\x00\x00\x00\xF2", "xxx?xxx?xxx??xxx");
// 0x140238DA0 // 48 8B C4 ?? 41 54 41 ?? 48 81 EC ?? ?? 00 00 F2 //
//-------------------------------------------------------------------------
// RUNTIME: HOST_DISCONNECT
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS Host_Disconnect = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x48\x89\x7C\x24\x00\x0F\xB6\xF9", "xxxxxxxx?xxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS Host_Disconnect = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x53\x48\x83\xEC\x30\x0F\xB6\xD9", "xxxxxxxxx");
#endif // 0x14023CCA0 // 40 53 48 83 EC 30 0F B6 D9 //
//-------------------------------------------------------------------------
// RUNTIME: _HOST_RUNFRAME
//-------------------------------------------------------------------------
ADDRESS _Host_RunFrame = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x8B\xC4\x48\x89\x58\x18\x48\x89\x70\x20\xF3\x0F\x11\x48\x00", "xxxxxxxxxxxxxxx?"); // _Host_RunFrame() with inlined CFrameTimer::MarkFrame()?
// 0x140231C00 // 48 8B C4 48 89 58 18 48 89 70 20 F3 0F 11 48 ? //
//-------------------------------------------------------------------------
// RUNTIME: GL_SCREEN
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
ADDRESS SCR_BeginLoadingPlaque = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x30\x0F\x29\x74\x24\x00\x48\x8B\xF9", "xxxx?xxxx?xxxxxxxxx?xxx");
// 0x14022A4A0 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 30 0F 29 74 24 ? 48 8B F9 //
@ -165,16 +204,22 @@ namespace
ADDRESS SCR_BeginLoadingPlaque = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x83\xEC\x38\x0F\x29\x74\x24\x00\x48\x89\x5C\x24\x00", "xxxxxxxx?xxxx?");
// 0x14022A4A0 // 48 83 EC 38 0F 29 74 24 ? 48 89 5C 24 ? //
#endif
//-------------------------------------------------------------------------
// RUNTIME: CL_CLEARSTATE
//-------------------------------------------------------------------------
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS CL_ClearState = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\x0D\x00\x00\x00\x00\x48\x8B\x01", "xxxx?xxxx?xxxx????xxx????xxx");
#endif // 0x1402BE4C0 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 81 EC ? ? ? ? 48 8B 0D ? ? ? ? 48 8B 01 //
//-------------------------------------------------------------------------
// .RDATA
//-------------------------------------------------------------------------
ADDRESS g_pClientVPKDir = g_mGameDll.FindAddressForString("vpk/%sclient_%s.bsp.pak000%s", true);
ADDRESS g_pClientBSP = g_mGameDll.FindAddressForString("vpk/client_%s.bsp", true);
ADDRESS g_pClientVPKDir = g_mGameDll.FindAddressForString("vpk/%sclient_%s.bsp.pak000%s", true);
ADDRESS g_pClientBSP = g_mGameDll.FindAddressForString("vpk/client_%s.bsp", true);
ADDRESS g_pClientCommonBSP = g_mGameDll.FindAddressForString("vpk/client_mp_common.bsp", true);
ADDRESS g_pClientMPLobby = g_mGameDll.FindAddressForString("vpk/client_mp_lobby", true);
ADDRESS g_pClientMP = g_mGameDll.FindAddressForString("vpk/client_mp_", true);
ADDRESS g_pClientSP = g_mGameDll.FindAddressForString("vpk/client_sp_", true);
ADDRESS g_pClientMPLobby = g_mGameDll.FindAddressForString("vpk/client_mp_lobby", true);
ADDRESS g_pClientMP = g_mGameDll.FindAddressForString("vpk/client_mp_", true);
ADDRESS g_pClientSP = g_mGameDll.FindAddressForString("vpk/client_sp_", true);
}
///////////////////////////////////////////////////////////////////////////////
@ -183,9 +228,11 @@ class HOpcodes : public IDetour
virtual void debugp()
{
std::cout << "| FUN: CVideoMode_Common::CreateGameWindow : 0x" << std::hex << std::uppercase << CVideoMode_Common__CreateGameWindow.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: CHLClient::Unk1000 : 0x" << std::hex << std::uppercase << gCHLClient__1000.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: CHLClient::LevelShutdown : 0x" << std::hex << std::uppercase << CHLClient__LevelShutdown.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: CHLClient::HudProcessInput : 0x" << std::hex << std::uppercase << CHLClient__HudProcessInput.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: MM_Heartbeat::ToString : 0x" << std::hex << std::uppercase << MM_Heartbeat__ToString.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: Sys_InitGame : 0x" << std::hex << std::uppercase << Sys_InitGame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: CShaderSystem::Init : 0x" << std::hex << std::uppercase << CShaderSystem__Init.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
@ -200,13 +247,22 @@ class HOpcodes : public IDetour
std::cout << "| FUN: CModelLoader::Studio_LoadModel : 0x" << std::hex << std::uppercase << CModelLoader__Studio_LoadModel.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: CGameServer::SpawnServer : 0x" << std::hex << std::uppercase << CGameServer__SpawnServer.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: CVGui::RunFrame : 0x" << std::hex << std::uppercase << CVGui__RunFrame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: CEngineVGui::Shutdown : 0x" << std::hex << std::uppercase << CEngineVGui__Shutdown.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: CEngineVGui::ActivateGameUI : 0x" << std::hex << std::uppercase << CEngineVGui__ActivateGameUI.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: FairFight_Init : 0x" << std::hex << std::uppercase << FairFight_Init.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: Sys_InitGame : 0x" << std::hex << std::uppercase << Sys_InitGame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: Host_Init_0 : 0x" << std::hex << std::uppercase << gHost_Init_0.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: Host_Init_1 : 0x" << std::hex << std::uppercase << gHost_Init_1.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: Host_Init_2 : 0x" << std::hex << std::uppercase << gHost_Init_2.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: _Host_RunFrame : 0x" << std::hex << std::uppercase << _Host_RunFrame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: Host_NewGame : 0x" << std::hex << std::uppercase << Host_NewGame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: Host_Disconnect : 0x" << std::hex << std::uppercase << Host_Disconnect.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: _Host_RunFrame : 0x" << std::hex << std::uppercase << _Host_RunFrame.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
std::cout << "| FUN: SCR_BeginLoadingPlaque : 0x" << std::hex << std::uppercase << SCR_BeginLoadingPlaque.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;