Added support for Dark Messiah engine and game. (no bug, r=me).
The development of this feature would not be possible without the support of the following people from the game's community:
Dylan Riggs, Carl Pettengill, Ed Moreland, and Christian.
9 "SlapSound1" "default/player/sword_on_flesh_std01.wav"
10 "SlapSound2" "default/player/sword_on_flesh_std05.wav"
11 "SlapSound3" "default/player/bone_breaking03.wav"
28 /* General Temp Entities */
33 "game" "!Might and Magic Multiplayer"
38 /* 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 /* Create Entity Signatures */
72 "game" "!Might and Magic Multiplayer"
80 "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"
85 "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"
90 /* CGlobalEntityList */
95 "game" "!Might and Magic Multiplayer"
100 /* Offset into LevelShutdown */
112 "windows" "\xE8\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\xE8"
115 /* Functions in CGlobalEntityList */
116 "FindEntityByClassname"
119 "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"
124 /* General GameRules */
129 "game" "!Might and Magic Multiplayer"
134 /* Offset into CreateGameRulesObject */
143 /* This signature sometimes has multiple matches, but this
144 * does not matter as g_pGameRules is involved in all of them.
145 * The same g_pGameRules offset applies to each match.
147 * Sometimes this block of bytes is at the beginning of the static
148 * CreateGameRulesObject function and sometimes it is in the middle
149 * of an entirely different function. This depends on the game.
151 "CreateGameRulesObject"
154 "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x6A\x01\xFF\x50"
159 /* IServer interface pointer */
164 /* Signature for the beginning of IVEngineServer::CreateFakeClient.
166 * The engine binary is not actually scanned in order to look for
167 * this. SourceHook is used to used to determine the address of the
168 * function and this signature is used to verify that it contains
169 * the expected code. A pointer to sv (IServer interface) is used
172 "CreateFakeClient_Windows" "\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
177 /* Offset into IVEngineServer::CreateFakeClient */
185 /* EntityFactoryDictionary function */
193 "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"
198 /* CBaseEntityOutput::FireOutput */
203 "game" "!Might and Magic Multiplayer"
210 "windows" "\x83\xEC\x1C\x53\x55\x56\x8B\x71\x14"
211 "linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
223 /* SetUserInfo data */
229 * CBaseClient::SetUserCVar(char const*,char const*);
230 * Linux offset straight from VTable dump.
231 * Windows offset is crazy. Found the windows 'SetName' function using string "(%d)%-0.*s"
232 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
247 "!Might and Magic Multiplayer"
291 "DispatchKeyValueFloat"
295 "DispatchKeyValueVector"
318 "windows" "\x83\xEC\x44\x56\x8B\xF1\x8B\x8E\x2A\x00\x00\x00\x85\xC9"