Fixed outputname null pointer crash in sdktools (
bug 4422, r=fyren)
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" "default/player/sword_on_flesh_std01.wav"
21 "SlapSound2" "default/player/sword_on_flesh_std05.wav"
22 "SlapSound3" "default/player/bone_breaking03.wav"
39 /* General Temp Entities */
44 "game" "!Might and Magic Multiplayer"
49 /* Offset into CBaseTempEntity constructor */
73 "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"
78 /* Create Entity Signatures */
83 "game" "!Might and Magic Multiplayer"
91 "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"
96 "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"
101 /* CGlobalEntityList */
106 "game" "!Might and Magic Multiplayer"
111 /* Functions in CGlobalEntityList */
112 "FindEntityByClassname"
115 "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"
120 /* General GameRules */
125 "game" "!Might and Magic Multiplayer"
130 /* Offset into CreateGameRulesObject */
139 /* This signature sometimes has multiple matches, but this
140 * does not matter as g_pGameRules is involved in all of them.
141 * The same g_pGameRules offset applies to each match.
143 * Sometimes this block of bytes is at the beginning of the static
144 * CreateGameRulesObject function and sometimes it is in the middle
145 * of an entirely different function. This depends on the game.
147 "CreateGameRulesObject"
150 "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x6A\x01\xFF\x50"
155 /* IServer interface pointer */
160 /* Signature for the beginning of IVEngineServer::CreateFakeClient.
162 * The engine binary is not actually scanned in order to look for
163 * this. SourceHook is used to used to determine the address of the
164 * function and this signature is used to verify that it contains
165 * the expected code. A pointer to sv (IServer interface) is used
168 "CreateFakeClient_Windows" "\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
173 /* Offset into IVEngineServer::CreateFakeClient */
181 /* EntityFactoryDictionary function */
189 "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"
194 /* CBaseEntityOutput::FireOutput */
199 "game" "!Might and Magic Multiplayer"
206 "windows" "\x83\xEC\x1C\x53\x55\x56\x8B\x71\x14"
207 "linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
219 /* SetUserInfo data */
225 * CBaseClient::SetUserCVar(char const*,char const*);
226 * Linux offset straight from VTable dump.
227 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-0.*s"
228 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
243 "!Might and Magic Multiplayer"
287 "DispatchKeyValueFloat"
291 "DispatchKeyValueVector"
314 "windows" "\x83\xEC\x44\x56\x8B\xF1\x8B\x8E\x2A\x00\x00\x00\x85\xC9"