Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
Fixed rare crash in CMDLCache when buffer itteration returns invalid pointer (not null!) for handle.
Made all variables and functions used by BuildPropStaticFrustumCullMap searched dynamically (these should also work on s0, s1 and s2, they are compared but at the moment untested).
TODO: Fix deref crash properly (see bsplib.cpp l291).
This crash happens when the BSP is missing a lot of shaders and materials.
The call originates from 'R_DrawWorldMeshesDepthOnly()', but it is unclear which missing shader is causing the nullptr. checking for a nullptr here should be sufficient to deal with this kind of missing shader
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).
Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).
Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
* 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
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).
CShaderGlue still needs to be reverse engineered.
CMaterialGlue still needs verification for S0-S2 to see if the struct matches.
Patterscanning GetMaterialAtCrossHair now.
Some GUID's are still unknown.
Class members need verification like the material resolution member.
Added a ConCommand for getting the material we are currently looking it and printing it to the console.
Porting to other seasons still need to be done.