Updated CS:S gamedata.
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)
18 "GameRulesProxy" "CHL2MPGameRulesProxy"
22 /* General Temp Entities */
32 /* Offset into CBaseTempEntity constructor */
56 "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"
61 /* CGlobalEntityList */
71 /* Functions in CGlobalEntityList */
72 "FindEntityByClassname"
75 "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"
80 /* General GameRules */
90 /* Offset into CreateGameRulesObject */
99 /* This signature sometimes has multiple matches, but this
100 * does not matter as g_pGameRules is involved in all of them.
101 * The same g_pGameRules offset applies to each match.
103 * Sometimes this block of bytes is at the beginning of the static
104 * CreateGameRulesObject function and sometimes it is in the middle
105 * of an entirely different function. This depends on the game.
107 "CreateGameRulesObject"
110 "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x50\x2A\x6A\x01\xFF\xD2"
115 /* IServer interface pointer */
120 /* Signature for the beginning of IVEngineServer::CreateFakeClient.
122 * The engine binary is not actually scanned in order to look for
123 * this. SourceHook is used to used to determine the address of the
124 * function and this signature is used to verify that it contains
125 * the expected code. A pointer to sv (IServer interface) is used
128 "CreateFakeClient_Windows" "\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
133 /* Offset into IVEngineServer::CreateFakeClient */
141 /* EntityFactoryDictionary function */
149 "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"
154 /* CBaseEntityOutput::FireOutput */
166 "windows" "\x81\xEC\x1C\x01\x00\x00\x53\x55\x56\x8B\x71\x14\x85\xF6"
171 /* SetUserInfo data */
177 * CBaseClient::SetUserCVar(char const*,char const*);
178 * Linux offset straight from VTable dump.
179 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-.*s" (aD_S in IDA)
180 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
187 * Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
188 * Find CBaseClient::UpdateUserSettings (strings "net_maxroutable", "cl_updaterate" etc) and the offset is set to 0 near the end.
189 * Linux: mov byte ptr [esi+0B0h], 0
190 * Win: mov byte ptr [esi+0B0h], 0
199 /* E.Y.E. Divine Cybermancy */