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* 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
26 lines
1.4 KiB
C++
26 lines
1.4 KiB
C++
#pragma once
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// !TODO: BUILD AGNOSTIC! //
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namespace
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{
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ADDRESS CollisionBSPData_LoadAllLumps = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x57", "xxxx?xxxx?xxxxxxxxxx"); // BSP.
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// 0x1402546F0 // 48 89 54 24 ? 48 89 4C 24 ? 55 53 56 57 41 54 41 55 41 57 //
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ADDRESS CollisionBSPData_LinkPhysics = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xF9\x33\xED", "xxxx?xxxx?xxxx????xxxxx"); // case 1: only gets called on changelevel, needs more research, function gets called by CModelLoader virtual function.
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// 0x140256480 // 48 89 5C 24 ? 48 89 6C 24 ? 57 48 81 EC ? ? ? ? 48 8B F9 33 ED //
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}
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///////////////////////////////////////////////////////////////////////////////
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class HModel_BSP : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: CollisionBSPData_LoadAllLumps : 0x" << std::hex << std::uppercase << CollisionBSPData_LoadAllLumps.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "| FUN: CollisionBSPData_LinkPhysics : 0x" << std::hex << std::uppercase << CollisionBSPData_LinkPhysics.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HModel_BSP);
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