Only update statistics, this code was mainly added for testing, but testing revealed no additional performance or smoothness improvements, even during >6 hour sessions. The clock drift already gets corrected each frame from Host_RunFrame(). Only update statistics to update CPU and frame times on the client's debug panels if enabled.
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
This should in theory fix the server and client desync that takes place after multiple hours of uptime without disconnecting or reloading. Note that in this version of the engine the server tick is only send on connect (Titanfall 2 does seem to send it every tick, as this netmsg is also responsible for updating the server percentage on the 'cl_showfps' HUD, which does work as designed). The patched code still writes a 'statistics only' server tick update every tick, but only sends full if the interval time has been reached for that particular client instance.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.