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.
Removed padding that was causing the structure to misalign with the game's one.
Enabled 'SVC_UserMessage::Process()' hook (function works properly after the structure alignment).