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pred@2848
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/**
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pred@2848
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* Do not edit this file. Any changes will be overwritten by the gamedata
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pred@2848
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* updater or by upgrading your SourceMod install.
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pred@2848
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*
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* To override data in this file, create a subdirectory named "custom" and
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* place your own gamedata file(s) inside of it. Such files will be parsed
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pred@2848
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* after SM's own.
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pred@2848
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*
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* For more information, see http://wiki.alliedmods.net/Gamedata_Updating_(SourceMod)
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*/
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pred@2848
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pred@2848
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"Games"
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{
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/* Sounds */
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"#default"
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{
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"Keys"
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{
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"SlapSoundCount" "2"
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"SlapSound1" "player/damage1.wav"
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"SlapSound2" "player/damage2.wav"
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}
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}
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pred@2848
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/* General GameRules */
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"#default"
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{
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"#supported"
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{
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"game" "left4dead2"
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skamonkey@3378
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"game" "nucleardawn"
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}
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pred@2848
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"Offsets"
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{
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pred@2848
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/* Offset into CreateGameRulesObject */
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"g_pGameRules"
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{
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pred@2848
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"windows" "2"
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pred@2848
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}
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pred@2848
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}
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pred@2848
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pred@2848
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"Signatures"
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pred@2848
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{
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pred@2848
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/* This signature sometimes has multiple matches, but this
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* does not matter as g_pGameRules is involved in all of them.
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pred@2848
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* The same g_pGameRules offset applies to each match.
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pred@2848
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*
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pred@2848
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* Sometimes this block of bytes is at the beginning of the static
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pred@2848
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* CreateGameRulesObject function and sometimes it is in the middle
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* of an entirely different function. This depends on the game.
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*/
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"CreateGameRulesObject"
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{
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pred@2848
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"library" "server"
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"windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x50\x2A\x6A\x01\xFF\xD2"
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pred@2848
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}
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pred@2848
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"g_pGameRules"
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pred@2848
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{
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pred@2848
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"library" "server"
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"linux" "@g_pGameRules"
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ds@3138
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"mac" "@g_pGameRules"
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pred@2848
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}
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pred@2848
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}
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pred@2848
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}
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pred@2848
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pred@2848
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/* EntityFactoryDictionary function */
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pred@2848
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"#default"
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pred@2848
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{
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pred@2848
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"Signatures"
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pred@2848
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{
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pred@2848
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"EntityFactory"
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pred@2848
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{
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pred@2848
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"library" "server"
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pred@2848
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"windows" "\xB8\x01\x00\x00\x00\x84\x2A\x2A\x2A\x2A\x2A\x75\x1D\x09\x2A\x2A\x2A\x2A\x2A\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x68\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x83\xC4\x04\xB8\x2A\x2A\x2A\x2A\xC3"
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pred@2848
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"linux" "@_Z23EntityFactoryDictionaryv"
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ds@3138
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"mac" "@_Z23EntityFactoryDictionaryv"
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pred@2848
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}
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pred@2848
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}
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pred@2848
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}
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pred@2848
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pred@2848
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/* SetUserInfo data */
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pred@2848
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"#default"
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pred@2848
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{
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pred@2848
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"Offsets"
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pred@2848
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{
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pred@2848
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/**
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pred@2848
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* CBaseClient::SetUserCVar(char const*,char const*);
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pred@2848
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* Linux offset straight from VTable dump.
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pred@2848
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* Windows offset is crazy. Found the windows SetName function using string "(%d)%-.*s" (aD_S in IDA)
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pred@2848
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* Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
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pred@2848
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*/
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pred@2848
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"SetUserCvar"
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pred@2848
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{
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pred@2848
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/* Not 100% sure on this, why would windows change and not linux - TEST ME */
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skamonkey@2933
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"windows" "17"
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pred@2848
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"linux" "63"
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ds@3138
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"mac" "63"
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pred@2848
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}
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pred@2848
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/**
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pred@2848
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* Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
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pred@2848
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* Find CBaseClient::UpdateUserSettings (strings "net_maxroutable", "cl_updaterate" etc) and the offset is set to 0 near the end.
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pred@2848
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* Linux: mov byte ptr [esi+0B0h], 0
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pred@2848
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* Win: mov byte ptr [esi+0B0h], 0
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pred@2848
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*
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pred@2848
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* L4D2: This has been moved into CBaseClient::UpdateUserSettings(), rest of the details are still relevant.
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pred@2848
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*/
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pred@2848
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"InfoChanged"
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pred@2848
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{
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pred@2848
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"windows" "176"
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pred@2848
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"linux" "176"
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ds@3138
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"mac" "176"
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pred@2848
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}
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pred@2848
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}
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pred@2848
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}
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pred@2848
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}
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