Run all Cbuf_Execute calls in the main thread. This should fix every problem related to (but not only):
* Connecting to server while RUI dialogue is still open.
* Connecting to server while in an active game.
* Running 'weapon_reparse'.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
* Removed some unused signatures.
* Named 2 CBaseFileSystem methods, and applied them to 'MOD_ProcessPakQueue()'.
* Renamed 'qword_1671061C8' to 'g_pMTVFTaskItem'.
* Renamed 'g_pMapVPKCache' to 'g_szMTVFItemName'.
* Only set first byte to 0 in 'g_szMTVFItemName' (actual size is 0x100, not 0x40).
Allow searching for multiple occurrences, the main reason for this addition is that some RTTI object locators reference 2 (or more) VFTables, the ConVar class is a good example., where we have 2 separate VFTables, one implementing ConCommandBase (which implements its own IConVar), the other implementing just IConVar for ConVar (2 VMT pointers in one class).
Implement VFTable's to interface with engine (for the most part mapped out, only the new VPK methods needs further reversing).
This exposes a good majority of the FileSystem implementation of the engine, to the SDK.
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
Also reversed one new method: IEngine::GetPlaylistCount (gets the number of playlists read from the playlists file, the other 2 unknown methods after this one also do stuff with the playlists, but rather on KeyValues level, one checks if something exists i think, the other returns a const char. Haven't ran these yet).
COMMAND_COMPLETION_MAXITEMS and COMMAND_COMPLETION_ITEM_LENGTH are confirmed to be 128 (original code is 64).
New register func sets the callback bit fields accordingly (no longer hardcoded).
Moved m_nMaxMilesAudioQueues in CGlobalVarsBase behind m_nMaxClients.
m_nMaxClients and m_nGameMode align correctly now, including the mapname and mapversion in CGlobalVars
Implemented StringSplit() (split string with a delimiter, and stop splitting after either the last delimiter has been reached, or nMax, so when nMax is 2, then 'SET mat_sky_color 255 255 0 255' gets split into: "SET" "mat_sky_color" "255 255 0 255").
Netconsole now sends ConVar's/ConCommands and values separately with use of StringSplit.
ConVar now uses internal ChangeStringValue (this runs the callback).
* Changing RCON passwords on the server now closes all connections and re-initializes the system.
* Fully mapped out VFTable interface for IConVar* (used for ConVar callbacks, see callback.cpp).
* Added CModule::GetVirtualMethodTable. Gets you a pointer to a VTable by its rtti type descriptor name.
* Added StringToMaskedBytes. Turns a string into masked bytes.
* CModule::FindPatternSIMD now allows you to custom define a section it should search in.
* Added RPakAssetBinding_t.
* Added RPakUnknownStruct_t
* PatternScan the global RPakUnknownStruct_t.
* Renamed Members of CMaterialGlue
* RTechTextureInfo_t now has another unknown member named.
SourceSDK mathlib port with light modifications.
Renamed Vector to Vector3D (to avoid confusion with std::vector (declared as vector) and Vector2D/Vector4D).
* CMemory::FindAllCallReferences: Get all function calls to a function from the supplied sectioBase and sectionSize, useful to mass patch calls to a function.