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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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pred@2848
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* To override data in this file, create a subdirectory named "custom" and
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pred@2848
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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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pred@2848
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* For more information, see http://wiki.alliedmods.net/Gamedata_Updating_(SourceMod)
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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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"Games"
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pred@2848
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{
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pred@2848
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/* Sounds */
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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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"Keys"
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pred@2848
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{
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pred@2848
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"SlapSoundCount" "2"
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pred@2848
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"SlapSound1" "player/damage1.wav"
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pred@2848
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"SlapSound2" "player/damage2.wav"
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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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/* General Temp Entities */
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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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"#supported"
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pred@2848
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{
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pred@2848
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"game" "left4dead2"
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skamonkey@3378
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"game" "nucleardawn"
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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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"Offsets"
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pred@2848
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{
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pred@2848
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/* Offset into CBaseTempEntity constructor */
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pred@2848
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"s_pTempEntities"
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pred@2848
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{
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pred@2848
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"windows" "17"
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pred@2848
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}
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pred@2848
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"GetTEName"
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pred@2848
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{
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pred@2848
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"windows" "4"
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pred@2848
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"linux" "4"
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ds@3138
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"mac" "4"
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pred@2848
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}
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pred@2848
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"GetTENext"
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pred@2848
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{
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pred@2848
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"windows" "8"
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pred@2848
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"linux" "8"
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ds@3138
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"mac" "8"
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pred@2848
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}
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pred@2848
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"TE_GetServerClass"
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pred@2848
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{
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pred@2848
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"windows" "0"
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pred@2848
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"linux" "0"
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ds@3138
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"mac" "0"
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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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"CBaseTempEntity"
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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" "\x8B\xC1\x8B\x4C\x24\x04\xC7\x00\x2A\x2A\x2A\x2A\x89\x48\x04\x8B\x15\x2A\x2A\x2A\x2A\x89\x50\x08\xA3\x2A\x2A\x2A\x2A\xC2\x04\x00"
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pred@2848
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}
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pred@2848
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"s_pTempEntities"
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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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"linux" "@_ZN15CBaseTempEntity15s_pTempEntitiesE"
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ds@3138
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"mac" "@_ZN15CBaseTempEntity15s_pTempEntitiesE"
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asherkin@3360
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}
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asherkin@3360
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}
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asherkin@3360
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}
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skamonkey@3353
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skamonkey@3353
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/* CGlobalEntityList */
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skamonkey@3353
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"#default"
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skamonkey@3353
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{
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skamonkey@3353
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"#supported"
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skamonkey@3353
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{
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skamonkey@3353
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"game" "left4dead2"
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skamonkey@3378
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"game" "nucleardawn"
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skamonkey@3353
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}
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skamonkey@3353
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skamonkey@3353
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"Signatures"
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skamonkey@3353
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{
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skamonkey@3353
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/* Functions in CGlobalEntityList */
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skamonkey@3353
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"FindEntityByClassname"
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skamonkey@3353
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{
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skamonkey@3353
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"library" "server"
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skamonkey@3353
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"windows" "\x53\x55\x56\x8B\xF1\x8B\x4C\x24\x10\x85\xC9\x57\x74\x19\x8B\x01\x8B\x50\x08\xFF\xD2\x8B\x00\x25\xFF\x0F\x00\x00\x83\xC0\x01\xC1\xE0\x04\x8B\x3C\x30\xEB\x06\x8B\xBE\x2A\x2A\x2A\x2A\x85\xFF\x74\x39\x8B\x5C\x24\x18\x8B\x2D\x2A\x2A\x2A\x2A\xEB\x03"
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skamonkey@3353
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"linux" "@_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc"
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skamonkey@3353
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"mac" "@_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc"
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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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/* General GameRules */
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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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"#supported"
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pred@2848
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{
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pred@2848
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"game" "left4dead2"
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skamonkey@3378
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"game" "nucleardawn"
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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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"Offsets"
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pred@2848
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{
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pred@2848
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/* Offset into CreateGameRulesObject */
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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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"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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pred@2848
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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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pred@2848
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* of an entirely different function. This depends on the game.
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pred@2848
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*/
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pred@2848
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"CreateGameRulesObject"
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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" "\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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pred@2848
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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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/* IServer interface pointer */
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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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"Keys"
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pred@2848
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{
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pred@2848
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/* Signature for the beginning of IVEngineServer::CreateFakeClient.
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pred@2848
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*
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pred@2848
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* The engine binary is not actually scanned in order to look for
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pred@2848
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* this. SourceHook is used to used to determine the address of the
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pred@2848
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* function and this signature is used to verify that it contains
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pred@2848
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* the expected code. A pointer to sv (IServer interface) is used
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pred@2848
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* here.
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pred@2848
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*/
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pred@2848
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"CreateFakeClient_Windows" "\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
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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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"Offsets"
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pred@2848
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{
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pred@2848
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/* Offset into IVEngineServer::CreateFakeClient */
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pred@2848
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"sv"
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pred@2848
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{
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pred@2848
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"windows" "6"
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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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167 |
{
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pred@2848
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/* CBaseServer object for IServer interface */
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pred@2848
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"sv"
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pred@2848
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{
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pred@2848
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"library" "engine"
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pred@2848
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"linux" "@sv"
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ds@3138
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173 |
"mac" "@sv"
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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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177 |
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pred@2848
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178 |
/* EntityFactoryDictionary function */
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pred@2848
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179 |
"#default"
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pred@2848
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180 |
{
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pred@2848
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181 |
"Signatures"
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pred@2848
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182 |
{
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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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187 |
"linux" "@_Z23EntityFactoryDictionaryv"
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ds@3138
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188 |
"mac" "@_Z23EntityFactoryDictionaryv"
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pred@2848
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189 |
}
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pred@2848
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190 |
}
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pred@2848
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191 |
}
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pred@2848
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192 |
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pred@2848
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193 |
/* CBaseEntityOutput::FireOutput */
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pred@2848
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194 |
"#default"
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pred@2848
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195 |
{
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pred@2848
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196 |
"#supported"
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pred@2848
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197 |
{
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pred@2848
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198 |
"game" "left4dead2"
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pred@2848
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199 |
}
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pred@2848
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200 |
"Signatures"
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pred@2848
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201 |
{
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pred@2848
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202 |
"FireOutput"
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pred@2848
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203 |
{
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pred@2848
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204 |
"library" "server"
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pred@2848
|
205 |
"windows" "\x81\xEC\x1C\x01\x00\x00\x53\x55\x56\x8B\x71\x14\x85\xF6"
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pred@2848
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"linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
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ds@3138
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207 |
"mac" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
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pred@2848
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208 |
}
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pred@2848
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209 |
}
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pred@2848
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210 |
}
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pred@2848
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211 |
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pred@2848
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212 |
/* SetUserInfo data */
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pred@2848
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213 |
"#default"
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pred@2848
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214 |
{
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pred@2848
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215 |
"Offsets"
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pred@2848
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216 |
{
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pred@2848
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217 |
/**
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pred@2848
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218 |
* CBaseClient::SetUserCVar(char const*,char const*);
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pred@2848
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219 |
* Linux offset straight from VTable dump.
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pred@2848
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220 |
* 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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221 |
* 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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222 |
*/
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pred@2848
|
223 |
"SetUserCvar"
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pred@2848
|
224 |
{
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pred@2848
|
225 |
/* Not 100% sure on this, why would windows change and not linux - TEST ME */
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skamonkey@2933
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226 |
"windows" "17"
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pred@2848
|
227 |
"linux" "63"
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ds@3138
|
228 |
"mac" "63"
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pred@2848
|
229 |
}
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pred@2848
|
230 |
/**
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pred@2848
|
231 |
* Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
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pred@2848
|
232 |
* 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
|
233 |
* Linux: mov byte ptr [esi+0B0h], 0
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pred@2848
|
234 |
* Win: mov byte ptr [esi+0B0h], 0
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|
pred@2848
|
235 |
*
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|
pred@2848
|
236 |
* L4D2: This has been moved into CBaseClient::UpdateUserSettings(), rest of the details are still relevant.
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|
pred@2848
|
237 |
*/
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|
pred@2848
|
238 |
"InfoChanged"
|
|
pred@2848
|
239 |
{
|
|
pred@2848
|
240 |
"windows" "176"
|
|
pred@2848
|
241 |
"linux" "176"
|
|
ds@3138
|
242 |
"mac" "176"
|
|
pred@2848
|
243 |
}
|
|
pred@2848
|
244 |
}
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|
pred@2848
|
245 |
}
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pred@2848
|
246 |
}
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