FireOutput detour in SDKTools now uses CDetour (
bug 4416, r=pred).
2 * Do not edit this file. Any changes will be overwritten by the gamedata
3 * updater or by upgrading your SourceMod install.
5 * To override data in this file, create a subdirectory named "custom" and
6 * place your own gamedata file(s) inside of it. Such files will be parsed
9 * For more information, see http://wiki.alliedmods.net/Gamedata_Updating_(SourceMod)
20 "SlapSound1" "player/damage1.wav"
21 "SlapSound2" "player/damage2.wav"
25 /* General Temp Entities */
35 /* Offset into CBaseTempEntity constructor */
62 "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"
67 "linux" "@_ZN15CBaseTempEntity15s_pTempEntitiesE"
72 /* Create Entity Signatures */
85 "linux" "@_Z13DispatchSpawnP11CBaseEntity"
86 "windows" "\x53\x55\x56\x8B\x74\x24\x10\x85\xF6\x57\x0F\x84\x2A\x2A\x2A\x2A\x8B\x1D\x2A\x2A\x2A\x2A\x8B\x03\x8B\x50\x64\x8B\xCB"
91 "linux" "@_Z18CreateEntityByNamePKcib"
92 "windows" "\x56\x8B\x74\x24\x0C\x83\xFE\xFF\x57\x8B\x7C\x24\x0C\x74\x27\x8B\x0D\x2A\x2A\x2A\x2A\x8B\x01\x8B\x50\x54\x56\xFF\xD2"
97 /* CGlobalEntityList */
107 /* Functions in CGlobalEntityList */
108 "FindEntityByClassname"
111 "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"
112 "linux" "@_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc"
117 /* General GameRules */
127 /* Offset into CreateGameRulesObject */
136 /* This signature sometimes has multiple matches, but this
137 * does not matter as g_pGameRules is involved in all of them.
138 * The same g_pGameRules offset applies to each match.
140 * Sometimes this block of bytes is at the beginning of the static
141 * CreateGameRulesObject function and sometimes it is in the middle
142 * of an entirely different function. This depends on the game.
144 "CreateGameRulesObject"
147 "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x50\x2A\x6A\x01\xFF\xD2"
152 "linux" "@g_pGameRules"
157 /* IServer interface pointer */
162 /* Signature for the beginning of IVEngineServer::CreateFakeClient.
164 * The engine binary is not actually scanned in order to look for
165 * this. SourceHook is used to used to determine the address of the
166 * function and this signature is used to verify that it contains
167 * the expected code. A pointer to sv (IServer interface) is used
170 "CreateFakeClient_Windows" "\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
175 /* Offset into IVEngineServer::CreateFakeClient */
184 /* CBaseServer object for IServer interface */
193 /* EntityFactoryDictionary function */
201 "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"
202 "linux" "@_Z23EntityFactoryDictionaryv"
207 /* CBaseEntityOutput::FireOutput */
219 "windows" "\x81\xEC\x1C\x01\x00\x00\x53\x55\x56\x8B\x71\x14\x85\xF6"
220 "linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
225 /* SetUserInfo data */
231 * CBaseClient::SetUserCVar(char const*,char const*);
232 * Linux offset straight from VTable dump.
233 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-.*s" (aD_S in IDA)
234 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
242 * Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
243 * Find CBaseClient::UpdateUserSettings (strings "net_maxroutable", "cl_updaterate" etc) and the offset is set to 0 near the end.
244 * Linux: mov byte ptr [esi+0B0h], 0
245 * Win: mov byte ptr [esi+0B0h], 0
315 "DispatchKeyValueFloat"
320 "DispatchKeyValueVector"