gamedata/sdktools.games/engine.darkm.txt
author Nicholas Hastings <skamonkey@gmail.com>
Tue Apr 16 12:19:45 2013 -0400 (2013-04-16)
changeset 3897 cf4356fd3524
parent 3089 5e3628933a4a
permissions -rw-r--r--
Updated CS:S gamedata.
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/**
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 * Do not edit this file.  Any changes will be overwritten by the gamedata
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 * updater or by upgrading your SourceMod install.
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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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 * after SM's own.
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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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"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"	"3"
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			"SlapSound1"		"default/player/sword_on_flesh_std01.wav"
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			"SlapSound2"		"default/player/sword_on_flesh_std05.wav"
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			"SlapSound3"		"default/player/bone_breaking03.wav"
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		}
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	}
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	/* Properties */
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	"#default"
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	{
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		"Offsets"
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		{
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			"m_iHealth"
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			{
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				"class"			"CBasePlayer"
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				"prop"			"m_fHealth"
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			}
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		}
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	}
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	/* General Temp Entities */
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	"#default"
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	{
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		"#supported"
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		{
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			"game"		"!Might and Magic Multiplayer"
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		}
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		"Offsets"
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		{
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			/* Offset into CBaseTempEntity constructor */
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			"s_pTempEntities"
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			{
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				"windows"	"17"
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			}
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			"GetTEName"
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			{
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				"windows"	"4"
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			}
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			"GetTENext"
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			{
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				"windows"	"8"
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			}
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			"TE_GetServerClass"
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			{
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				"windows"	"0"
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			}
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		}
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		"Signatures"
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		{
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			"CBaseTempEntity"
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			{
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				"library"	"server"
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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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			}
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		}
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	}
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	/* Create Entity Signatures */
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	"#default"
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	{
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		"#supported"
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		{
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			"game"		"!Might and Magic Multiplayer"
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		}
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		"Signatures"
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		{
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			"DispatchSpawn"
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			{
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				"library"	"server"
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				"windows"	"\x53\x56\x8B\x74\x24\x0C\x85\xF6\x57\x0F\x84\x2A\x2A\x2A\x2A\x8B\x1D\x2A\x2A\x2A\x2A\x8B\x03\x8B\xCB\xFF\x50\x60\x8B\x16"
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			}
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			"CreateEntityByName"
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			{
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				"library"	"server"
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				"windows"	"\x56\x8B\x74\x24\x0C\x83\xFE\xFF\x57\x8B\x7C\x24\x0C\x74\x25\x8B\x0D\x2A\x2A\x2A\x2A\x8B\x01\x56\xFF\x50\x2A\x85\xC0"
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			}
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		}
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	}
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	/* CGlobalEntityList */
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	"#default"
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	{
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		"#supported"
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		{
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			"game"		"!Might and Magic Multiplayer"
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		}
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		"Signatures"
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		{
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			/* Functions in CGlobalEntityList */
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			"FindEntityByClassname"
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			{
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				"library"	"server"
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				"windows"	"\x53\x55\x56\x8B\xF1\x8B\x4C\x24\x10\x85\xC9\x57\x74\x18\x8B\x01\xFF\x50\x08\x8B\x08\x81\xE1\xFF\x0F\x00\x00\x83\xC1\x01\xC1\xE1\x04\x8B\x3C\x31\xEB\x06\x8B\xBE\x2A\x2A\x2A\x2A\x85\xFF\x74\x3A\x8B\x5C\x24\x18\x8B\x2D\x2A\x2A\x2A\x2A\x8D"
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			}
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		}
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	}
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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"		"!Might and Magic Multiplayer"
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		}
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		"Offsets"
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		{
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			/* Offset into CreateGameRulesObject */
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			"g_pGameRules"
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			{
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				"windows"	"2"
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			}
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		}
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		"Signatures"
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		{
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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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			 * The same g_pGameRules offset applies to each match.
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			 *
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			 * Sometimes this block of bytes is at the beginning of the static
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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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				"library"	"server"
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				"windows"	"\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x6A\x01\xFF\x50"
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			}
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		}
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	}
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	/* IServer interface pointer */
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	"#default"
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	{
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		"Keys"
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		{
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			/* Signature for the beginning of IVEngineServer::CreateFakeClient.
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			 *
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			 * The engine binary is not actually scanned in order to look for
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			 * this. SourceHook is used to used to determine the address of the
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			 * function and this signature is used to verify that it contains
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			 * the expected code. A pointer to sv (IServer interface) is used
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			 * here.
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			 */
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			"CreateFakeClient_Windows"	"\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
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		}
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		"Offsets"
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		{
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			/* Offset into IVEngineServer::CreateFakeClient */
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			"sv"
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			{
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				"windows"	"6"
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			}
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		}
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	}
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	/* EntityFactoryDictionary function */
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	"#default"
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	{
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		"Signatures"
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		{
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			"EntityFactory"
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			{
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				"library"	"server"
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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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			}
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		}
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	}
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	/* CBaseEntityOutput::FireOutput */
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	"#default"
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	{
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		"#supported"
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		{
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			"game"		"!Might and Magic Multiplayer"
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		}
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		"Signatures"
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		{
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			"FireOutput"
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			{
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				"library"	"server"
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				"windows"	"\x83\xEC\x1C\x53\x55\x56\x8B\x71\x14"
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				"linux"		"@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
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			}
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		}
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	}
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	/* SetUserInfo data */
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	"#default"
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	{
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		"Offsets"
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		{
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			/**
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			 * CBaseClient::SetUserCVar(char  const*,char  const*);
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			 * Linux offset straight from VTable dump.
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			 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-0.*s"
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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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			 */
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			"SetUserCvar"
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			{
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				"windows"	"17"
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			}
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			"UpdateUserSettings"
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			{
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				"windows"	"7"
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			}
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		}
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	}
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	/* Dark Messiah */
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	"!Might and Magic Multiplayer"
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	{
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		"Offsets"
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		{
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			"GiveNamedItem"
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			{
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				"windows"	"309"
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			}
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			"RemovePlayerItem"
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			{
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				"windows"	"210"
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			}
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			"Weapon_GetSlot"
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			{
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				"windows"	"208"
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			}
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			"Ignite"
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			{
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				"windows"	"172"
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			}
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			"Extinguish"
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			{
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				"windows"	"173"
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			}
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			"Teleport"
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			{
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				"windows"	"92"
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			}
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			"GetVelocity"
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			{
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				"windows"	"115"
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			}
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			"EyeAngles"
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			{
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				"windows"	"107"
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			}
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			"AcceptInput"
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			{
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				"windows"	"34"
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			}
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			"DispatchKeyValue"
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			{
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				"windows"	"30"
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			}
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			"DispatchKeyValueFloat"
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			{
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				"windows"	"29"
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			}
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			"DispatchKeyValueVector"
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			{
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				"windows"	"28"
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			}
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			"SetEntityModel"
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			{
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				"windows"	"25"
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			}
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			"WeaponEquip"
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			{
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				"windows"	"202"
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			}
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			"Activate"
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			{
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				"windows"	"32"
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			}
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		}
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		"Signatures"
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		{
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			"CommitSuicide"
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			{
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				"library"	"server"
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				"windows"	"\x83\xEC\x44\x56\x8B\xF1\x8B\x8E\x2A\x00\x00\x00\x85\xC9"
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			}
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		}
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	}
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}