6 Commits

Author SHA1 Message Date
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Amos
62604e8fe9 CAI related stuff (see description)
* Partially rebuild CGlobalVarsBase and CGlobalVars struct.
* Partially implement BuildAINFile (disk builder) written by BobTheBob9. All that needs to be found are the addresses/offsets for 'pUnkStruct0Count' and 'pUnkLinkStruct1Count' (see ai_node.h). I didn't have time for it yet.
* Patch call which restarts the engine once AIN file has been build (so it doesn't get cleared from memory).
* Temporarily patch write operation in 'Detours_LevelInit()' which writes out of scope since the navmesh structure is misaligned somewhere still with a few bytes.

NOTE: 'CAI_NetworkBuilder::BuildFile()' is for now commented out until the 2 other structs are found in the game dll. Once found then we could start fixing the struct offsets and hope it works as-is.
2022-02-27 03:15:00 +01:00
Amos
8fa96cc628 Update gl_screen.h 2022-02-19 16:44:05 +01:00
Amos
8079e0ed4c Heavy cleanup for CHostState methods and signatures
* Add Cbuf_AddText and Cbuf_Execute signatures.
* Remove additional VGui stuff from dedicated statemachine.
* Move signatures to their respective headers.
* De-inline 'CHostState::FrameUpdate()'
* Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
2022-02-19 02:31:16 +01:00