//=============================================================================// // // Purpose: Interface the engine exposes to the game DLL // //=============================================================================// #include "vengineserver_impl.h" //----------------------------------------------------------------------------- // Purpose: sets the persistence var in the CClient instance to 'ready' //----------------------------------------------------------------------------- bool CVEngineServer::PersistenceAvailable(void* entidx, int clientidx) { /////////////////////////////////////////////////////////////////////////// return CVEngineServer__PersistenceAvailable(entidx, clientidx); } void HVEngineServer::Detour(const bool bAttach) const { DetourSetup(&CVEngineServer__PersistenceAvailable, &CVEngineServer::PersistenceAvailable, bAttach); } IVEngineServer* g_pEngineServerVFTable = nullptr; CVEngineServer* g_pEngineServer = reinterpret_cast(&g_pEngineServerVFTable);