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)
20 "SlapSound1" "vo/axe/axe_pain_01.mp3"
21 "SlapSound1" "vo/axe/axe_pain_02.mp3"
22 "SlapSound1" "vo/axe/axe_pain_03.mp3"
23 "SlapSound1" "vo/axe/axe_pain_04.mp3"
24 "SlapSound1" "vo/axe/axe_pain_05.mp3"
25 "SlapSound1" "vo/axe/axe_pain_06.mp3"
26 "SlapSound1" "vo/axe/axe_pain_07.mp3"
30 /* General Temp Entities */
35 //Offset into CBaseTempEntity constructor
59 "windows" "\xA1\x2A\x2A\x2A\x2A\xF3\x0F\x10\x15\x2A\x2A\x2A\x2A\xF3"
64 /* General GameRules */
69 "GameRulesProxy" "CDOTAGamerulesProxy"
74 /* Offset into CreateGameRulesObject */
83 /* This signature sometimes has multiple matches, but this
84 * does not matter as g_pGameRules is involved in all of them.
85 * The same g_pGameRules offset applies to each match.
87 * Sometimes this block of bytes is at the beginning of the static
88 * CreateGameRulesObject function and sometimes it is in the middle
89 * of an entirely different function. This depends on the game.
91 "CreateGameRulesObject"
94 "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x50\x2A\x6A\x01\xFF\xD2"
103 /* IServer interface pointer */
108 /* Signature for the beginning of IVEngineServer::CreateFakeClient.
110 * The engine binary is not actually scanned in order to look for
111 * this. SourceHook is used to used to determine the address of the
112 * function and this signature is used to verify that it contains
113 * the expected code. A pointer to sv (IServer interface) is used
116 "CreateFakeClient_Windows" "\x55\x8B\xEC\x8B\x2A\x2A\x56\x50\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x85\xC0\x75"
121 /* Offset into IVEngineServer::CreateFakeClient */
129 /* Resource Entity override */
132 // Dota's player manager does not have DT_PlayerResource embedded, unlike most other games
135 "ResourceEntityClassname" "dota_player_manager"
139 /* EntityFactoryDictionary function */
144 "EntityFactoryFinder"
146 // EntityFactoryDictionary gets inlined on Windows in Dota 2. The pointer to the static factory becomes a global.
148 "windows" "\x8B\x15\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x57\xB9\x2A\x2A\x2A\x2A\xFF\xD0\xC7"
149 //"linux" "@_Z23EntityFactoryDictionaryv"
150 //"mac" "@_Z23EntityFactoryDictionaryv"
156 "EntityFactoryOffset"
163 /* CBaseEntityOutput::FireOutput */
171 "windows" "\x55\x8B\xEC\x83\x2A\x2A\x81\xEC\x2A\x2A\x2A\x2A\x8B\x45\x2A\x53\x8B\x58\x2A\x56\x57\xC7"
176 /* SetUserInfo data */
182 * CBaseClient::SetUserCVar(char const*,char const*);
183 * Linux offset straight from VTable dump.
184 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-.*s" (aD_S in IDA)
185 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
192 * Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
193 * Find CBaseClient::UpdateUserSettings (strings "net_maxroutable", "cl_updaterate" etc) and the offset is set to 0 near the end.
194 * Linux: mov byte ptr [esi+0B0h], 0
195 * Win: mov byte ptr [esi+0B0h], 0
197 * L4D2: This has been moved into CBaseClient::UpdateUserSettings(), rest of the details are still relevant.