h1-mod/src/client/game/symbols.hpp

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#pragma once
#define WEAK __declspec(selectany)
namespace game
{
/***************************************************************
* Functions
**************************************************************/
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WEAK symbol<void(unsigned int weapon, bool isAlternate,
char* output, unsigned int maxStringLen)> BG_GetWeaponNameComplete{0, 0x140165580};
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WEAK symbol<void(int localClientNum, const char* text)> Cbuf_AddText{0x140342EB0, 0x1404033B0}; // H1(1.4)
WEAK symbol<void(const char* message)> Conbuf_AppendText{0x1403E3300, 0x140513FF0}; // H1(1.4)
WEAK symbol<void(int localClientNum, int controllerIndex, const char* text)> Cmd_ExecuteSingleCommand{0x140343980, 0x140343980}; // H1SP64[CODEX]
WEAK symbol<void(const char* cmdName, void(), cmd_function_s* allocedCmd)> Cmd_AddCommandInternal{0x1403433E0, 0x140403950}; // H1(1.4)
WEAK symbol<void(const char* text_in)> Cmd_TokenizeString{0x140344110, 0x1404046F0}; // H1(1.4)
WEAK symbol<void()> Cmd_EndTokenizeString{0x140343630, 0x140403C20}; // H1(1.4)
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WEAK symbol<void()> Com_Frame_Try_Block_Function{0, 0x1400D8310}; //H1MP MWR TEST
WEAK symbol<CodPlayMode()> Com_GetCurrentCoDPlayMode{0, 0x1405039A0}; // H1(1.4)
WEAK symbol<void(float, float, int)> Com_SetSlowMotion{0, 0x1400DB790}; // H1(1.4)
WEAK symbol<void(errorParm code, const char* message, ...)> Com_Error{0x1403509C0, 0x1400D78A0}; // H1(1.4)
WEAK symbol<void()> Com_Quit_f{0x140352BE0, 0x1400DA830}; // H1(1.4)
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WEAK symbol<const char* (int, int, int)> Key_KeynumToString{0x140187CC0, 0x14024FE10}; // H1(1.4)
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WEAK symbol<void(int localClientNum, const char* message)> CG_GameMessage{0x1401389A0, 0x140220CC0}; // H1(1.4)
WEAK symbol<void(int localClientNum, const char* message)> CG_GameMessageBold{0x140138750, 0x140220620}; // H1(1.4)
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WEAK symbol<void(const char* dvar, const char* buffer)> Dvar_SetCommand{0x1403C72B0, 0x1404FD0A0}; // H1(1.4)
WEAK symbol<dvar_t* (const char* name)> Dvar_FindVar{0x1403C5D50, 0x1404FBB00}; // H1(1.4)
WEAK symbol<void(char* buffer, int index)> Dvar_GetCombinedString{0x140354DF0, 0x14041D830}; // H1(1.4)
//WEAK symbol<const char* (const dvar_t* dvar, dvar_value value, __int64 a3)> Dvar_ValueToString{0x1403C8560,0x1404FE660}; // H1(1.4); different typedef from previous titles
WEAK symbol<const char* (dvar_t* dvar, dvar_value value)> Dvar_ValueToString{0x1403C8560, 0x1404FE660}; // H1(1.4)
//WEAK symbol<void(int hash, const char* name, const char* buffer)> Dvar_SetCommand{0, 0x1404FD0A0}; // H1(1.4)
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WEAK symbol<dvar_t* (int hash, const char* name, bool value, unsigned int flags)> Dvar_RegisterBool{0x1403C47E0,0x1404FA540}; // H1
WEAK symbol<dvar_t* (int hash, const char* name, int value, int min, int max, unsigned int flags)> Dvar_RegisterInt{0x1403C4CC0, 0x1404FAA20}; // H1
WEAK symbol<dvar_t* (int hash, const char* dvarName, float value, float min, float max, unsigned int flags)> Dvar_RegisterFloat{0x1403C4BB0,0x1404FA910}; // H1(1.4)
WEAK symbol<dvar_t* (int hash, const char* dvarName, const char* value, unsigned int flags)> Dvar_RegisterString{0x1403C4DA0,0x1404FAB00}; // H1(1.4)
WEAK symbol<dvar_t* (int dvarName, const char* a2, float x, float y, float z, float w, float min, float max, unsigned int flags)> Dvar_RegisterVec4{0x1403C5220, 0x1404FAF40}; // H1(1.4)
WEAK symbol<dvar_t* (const char* dvarName, const char** valueList, int defaultIndex, unsigned int flags)> Dvar_RegisterEnum{0x1403C4AC0, 0x1404C0EC0}; // H1(1.4)
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WEAK symbol<float(int index)> Scr_GetFloat{0x140374D20, 0x140442D10}; // H1(1.4)
WEAK symbol<int()> Scr_GetNumParam{0x140374F30, 0x140442E70}; // H1(1.4)
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WEAK symbol<long long(const char* qpath, char** buffer)> FS_ReadFile{0x1403B9020, 0x1404EE720}; // H1(1.4)
WEAK symbol<void(void* buffer)> FS_FreeFile{0x1403B9010, 0x1404EE710}; // H1(1.4)
WEAK symbol<void(const char* gameName)> FS_Startup{0x1403B85D0, 0x1404EDD30}; // H1(1.4)
WEAK symbol<void(const char* path, const char* dir)> FS_AddLocalizedGameDirectory{0x1403B6030, 0x1404EBE20}; // H1(1.4)
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WEAK symbol<int(const char* fname)> generateHashValue{0x1400FE8A0, 0x1401B1010}; // H1(1.4)
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WEAK symbol<bool()> CL_IsCgameInitialized{0x14017EE30, 0x140245650}; // H1(1.4)
WEAK symbol<unsigned int(int)> Live_SyncOnlineDataFlags{0, 0x14059A700}; // H1(1.4)
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WEAK symbol<int()> Sys_Milliseconds{0x1403E2B10, 0x140513710}; // H1(1.4)
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WEAK symbol<bool()> Sys_IsDatabaseReady2{0x1403580B0, 0x14042B090}; // H1(1.4)
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WEAK symbol<void(int localClientNum)> SV_FastRestart{ 0, 0x14047E990 }; // H1(1.4)
WEAK symbol<void(int clientNum, svscmd_type type, const char* text)> SV_GameSendServerCommand{
0x1403F3A70, 0x140484AD0
}; // H1MP(1.4)
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WEAK symbol<void(netadr_s* from)> SV_DirectConnect{0, 0x140480860}; // H1(1.4)
WEAK symbol<void(const char* text_in)> SV_Cmd_TokenizeString{0x1402EF050, 0x140404D20}; // H1(1.4)
WEAK symbol<void()> SV_Cmd_EndTokenizedString{0x140344700, 0x140404CE0}; // H1(1.4)
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WEAK symbol<bool(int clientNum)> SV_BotIsBot{ 0, 0x14046E6C0 }; // H1(1.4)
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WEAK symbol<bool(int, void const*, const netadr_s*)> Sys_SendPacket{0x1403E2820, 0x1405133B0}; // H1(1.4)
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WEAK symbol<void(netadr_s*, sockaddr*)> NetadrToSockadr{0x1403C11C0, 0x1404F62F0}; // H1(1.4)
WEAK symbol<void(netsrc_t, netadr_s*, const char*)> NET_OutOfBandPrint{0x140357560, 0x1404255D0}; // H1(1.4)
WEAK symbol<void(netsrc_t sock, int length, const void* data, const netadr_s* to)> NET_SendLoopPacket{0, 0x140425790}; // H1(1.4)
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WEAK symbol<bool(const char* s, netadr_s* a)> NET_StringToAdr{ 0, 0x140425870 }; // H1(1.4)
//WEAK symbol<Font_s* (const char* font)> R_RegisterFont{ 0x140481F90, 0x1405D91E0 }; // H1MP(1.4)
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WEAK symbol<char* (char* string)> I_CleanStr{0x1403CD230, 0}; // H1(1.4)
WEAK symbol<ScreenPlacement* ()> ScrPlace_GetViewPlacement{0x1401981F0, 0x140288550}; // H1(1.4)
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WEAK symbol<Material* (const char* material)> Material_RegisterHandle{0x1404E48B0, 0x1405EAB30}; // H1(1.4)
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WEAK symbol<void(float x, float y, float width, float height, float s0, float t0, float s1, float t1,
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float* color, Material* material)> R_AddCmdDrawStretchPic{0x14017E5C0, 0x1402443A0}; // H1(1.4)
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WEAK symbol<Font_s* (const char* font, int size)> R_RegisterFont{0x1404D4100, 0x1405D91E0}; // H1(1.4)
WEAK symbol<int(void* font)> R_GetFontHeight{0x1405EA360, 0x1405D92C0}; // H1(1.4)
WEAK symbol<void* (int a1)> JUST_DO_OUR_DIRTY_WORK{0x1404D37B0, 0x1405D8890}; // H1(1.4)
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WEAK symbol<int(int clientNum)> G_GetClientScore{0, 0x140342F90}; // H1(1.4)
WEAK symbol<const char* (int clientNum)> SV_GetGuid{0, 0x140484B90}; // H1(1.4)
WEAK symbol<int(int clientNum)> SV_GetClientPing{0, 0x140484B70}; // H1(1.4)
WEAK symbol<playerState_s* (int num)> SV_GetPlayerstateForClientNum{0x1404426D0, 0}; // H1SP(1.4)
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WEAK symbol<void* (const char* text, int maxChars, void* font, int fontHeight, float x, float y, float xScale, float yScale,
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float rotation, float* color, int style, int cursor_pos, char cursor_char, void* style_unk)> H1_AddBaseDrawTextCmd{0x1404F3DC0,0x1405FB1F0}; // H1(1.4)
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#define R_AddCmdDrawText(TXT,MC,F,X,Y,XS,YS,R,C,S) H1_AddBaseDrawTextCmd(TXT,MC,F,game::R_GetFontHeight(F),X,Y,XS,YS,R,C,S,-1,0,game::JUST_DO_OUR_DIRTY_WORK(S))
#define R_AddCmdDrawTextWithCursor(TXT,MC,F,UNK,X,Y,XS,YS,R,C,S,CP,CC) H1_AddBaseDrawTextCmd(TXT,MC,F,game::R_GetFontHeight(F),X,Y,XS,YS,R,C,S,CP,CC,game::JUST_DO_OUR_DIRTY_WORK(S))
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WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x1404D43B0, 0x1405D94A0}; // H1(1.4)
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WEAK symbol<cmd_function_s*> cmd_functions{0x14AD99AB8,0x14946BAC8}; // H1(1.4)
WEAK symbol<int> keyCatchers{0x14243DAF0,0x142D0BA9C}; // H1(1.4)
WEAK symbol<PlayerKeyState> playerKeys{0x1422A873C,0x142C19AFC}; // H1(1.4)
WEAK symbol<CmdArgs> cmd_args{0x14AD99960, 0x14946B970}; // H1(1.4)
WEAK symbol<SOCKET> query_socket{0, 0x14DDFBF98}; // H1(1.4)
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//###########################################################################################################################################################################
//###########################################################################################################################################################################
//###########################################################################################################################################################################
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WEAK symbol<void()> G_Glass_Update{0, 0x14033A640}; // H1(1.4)
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WEAK symbol<void(int type, VariableUnion u)> AddRefToValue{0, 0x1405C0EB0};
WEAK symbol<void(unsigned int id)> AddRefToObject{0,0x1405C0EA0};
WEAK symbol<unsigned int(unsigned int id)> AllocThread{0,0x1405C1200};
WEAK symbol<void(int type, VariableUnion u)> RemoveRefToValue{0, 0x1405C29B0};
WEAK symbol<void(unsigned int id)> RemoveRefToObject{0,0x1405C28A0};
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WEAK symbol<void(XAssetType type, void(__cdecl* func)(game::XAssetHeader, void*), const void* inData, bool includeOverride)>
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DB_EnumXAssets_Internal{0, 0x1404129F0};
WEAK symbol<const char* (const XAsset* asset)> DB_GetXAssetName{0,0x1403E4090};
WEAK symbol<void(XZoneInfo* zoneInfo, unsigned int zoneCount, DBSyncMode syncMode)> DB_LoadXAssets{0,0x140414FF0};
WEAK symbol<XAssetHeader(XAssetType type, const char* name, int allowCreateDefault)> DB_FindXAssetHeader{0, 0x140412F60};
WEAK symbol<int(const RawFile* rawfile)> DB_GetRawFileLen{0,0x140413D80};
WEAK symbol<int(const RawFile* rawfile, char* buf, int size)> DB_GetRawBuffer{0,0x140413C40};
WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x14019A3B0, 0x14028BE70}; // H1(1.4)
WEAK symbol<unsigned int(unsigned int parentId, unsigned int name)> FindVariable{0,0x1405C1D50};
WEAK symbol<unsigned int(int entnum, unsigned int classnum)> FindEntityId{0, 0x1405C1C50};
WEAK symbol<void(VariableValue* result, unsigned int classnum, int entnum, int offset)> GetEntityFieldValue{0, 0x1405C6100};
WEAK symbol<unsigned int(const char* name)> G_GetWeaponForName{0x1402C2A90, 0}; // H1SP(1.4)
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//WEAK symbol<int(void* ps, unsigned int weapon, int a3, int a4, __int64 a5, int a6)>
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//G_GivePlayerWeapon{0, 0x14051B660};
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WEAK symbol<int(playerState_s* ps, unsigned int weapon, int dualWield, int startInAltMode, int, int, int, char,
...)>
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G_GivePlayerWeapon{0x1402C2DF0, 0x14051B660}; // h1sp
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WEAK symbol<void(void* ps, const unsigned int weapon, int hadWeapon)> G_InitializeAmmo{0, 0x1404C4110};
WEAK symbol<void(int clientNum, const unsigned int weapon)> G_SelectWeapon{0,0x14051C0D0};
WEAK symbol<int(playerState_s* ps, unsigned int weapon)> G_TakePlayerWeapon{0x1402C3900, 0}; // H1SP(1.4)
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WEAK symbol<char* (GfxImage* image, uint32_t width, uint32_t height, uint32_t depth, uint32_t mipCount,
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uint32_t imageFlags, DXGI_FORMAT imageFormat, int a8, const char* name, const void* initData)> Image_Setup{0, 0x14074B2A0};
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WEAK symbol<void(int clientNum, const char* menu, int a3, int a4, unsigned int a5)> LUI_OpenMenu{0, 0x1404CD210}; // H1(1.4)
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WEAK symbol<bool(int clientNum, const char* menu)> Menu_IsMenuOpenAndVisible{0, 0x1405EE1A0};
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WEAK symbol<const float* (const float* v)> Scr_AllocVector{0, 0x1405C3220};
WEAK symbol<void()> Scr_ClearOutParams{0, 0x1405C6E50};
WEAK symbol<scr_entref_t(unsigned int entId)> Scr_GetEntityIdRef{0, 0x1405C56C0};
WEAK symbol<int(unsigned int classnum, int entnum, int offset)> Scr_SetObjectField{0,0x140512190};
WEAK symbol<void(unsigned int id, scr_string_t stringValue, unsigned int paramcount)> Scr_NotifyId{0,0x1405C8240};
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WEAK symbol<unsigned int(unsigned int localId, const char* pos, unsigned int paramcount)> VM_Execute{0, 0x1405C8DB0};
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WEAK symbol<void()> R_SyncRenderThread{0,0x14076E7D0};
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WEAK symbol<void(const void* obj, void* pose, unsigned int entnum, unsigned int renderFxFlags, float* lightingOrigin,
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float materialTime, __int64 a7, __int64 a8)> R_AddDObjToScene{0, 0x140775C40};
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WEAK symbol<const char* (scr_string_t stringValue)> SL_ConvertToString{0x14036D420, 0x1405BFBB0};
WEAK symbol<scr_string_t(const char* str, unsigned int user)> SL_GetString{0x14036D9A0, 0x1405C0170};
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WEAK symbol<void(int index, const char* string)> SV_SetConfigstring{0, 0x140486720}; // H1(1.4)
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WEAK symbol<bool()> SV_Loaded{0x140442F60, 0x1404864A0}; // H1(1.4)
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WEAK symbol<void(int clientNum, const char* reason)> SV_KickClientNum{ 0, 0x14047ED00 }; // H1(1.4)
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WEAK symbol<bool(const char* map)> SV_MapExists{0, 0x14047ED60}; // H1(1.4)
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WEAK symbol<void()> Sys_ShowConsole{0x1403E3B90, 0x140514910}; // H1(1.4)
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WEAK symbol<const char* (const char*)> UI_GetMapDisplayName{0, 0x140408CC0}; // H1(1.4)
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WEAK symbol<const char* (const char*)> UI_GetGameTypeDisplayName{0, 0x1404086A0}; // H1(1.4)
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WEAK symbol<void(const char* error, ...)> Sys_Error{0x1403E0C40, 0x140511520}; // H1(1.4)
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WEAK symbol<const char* (const char* string)> UI_SafeTranslateString{0x140350430, 0x1405A2930}; // H1(1.4)
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WEAK symbol<void(unsigned int localClientNum, const char** args)> UI_RunMenuScript{0, 0x1404CFE60}; // H1(1.4)
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WEAK symbol<void* (jmp_buf* Buf, int Value)> longjmp{0x140648FD4, 0x14089EED0}; // H1(1.4)
WEAK symbol<int(jmp_buf* Buf)> _setjmp{0x1406BFDD0, 0x1408EC2E0}; // H1(1.4)
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WEAK symbol<int(const char* text, int maxChars, Font_s* font, float scale)> UI_TextWidth{ 0, 0x1404D21A0 }; // H1(1.4)
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WEAK symbol<void(int arg, char* buffer, int bufferLength)> SV_Cmd_ArgvBuffer{0x1402EEFD0, 0x1403B05C0};
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WEAK symbol<void(char* path, int pathSize, Sys_Folder folder, const char* filename, const char* ext)>
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Sys_BuildAbsPath{0x1403CFF90, 0x140507010}; // H1(1.4)
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WEAK symbol<bool(const char* path)> Sys_FileExists{0x1403E0CE0, 0x1405115E0}; // H1(1.4)
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// Variables
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WEAK symbol<CmdArgs> sv_cmd_args{0, 0x14946BA20}; // H1(1.4)
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WEAK symbol<const char*> command_whitelist{0x141079A60, 0x14120C360}; // H1(1.4)
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WEAK symbol<const char*> g_assetNames{0, 0x140BEF280};
WEAK symbol<int> g_poolSize{0, 0x140FEADF0}; // H1(1.4)
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WEAK symbol<GfxDrawMethod_s> gfxDrawMethod{0, 0x14EDF9E00};
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WEAK symbol<int> dvarCount{0, 0x14D064CF4}; //h1mp
WEAK symbol<dvar_t*> sortedDvars{0, 0x14D064D00}; //h1mp
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WEAK symbol<unsigned int> levelEntityId{0, 0x14B5E0B30};
WEAK symbol<int> g_script_error_level{0, 0x14BA9CC24};
WEAK symbol<jmp_buf> g_script_error{0, 0x14BA9CD40};
WEAK symbol<scr_classStruct_t> g_classMap{0, 0x140BF95C0};
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WEAK symbol<scrVarGlob_t> scr_VarGlob{0, 0x14B617C00};
WEAK symbol<scrVmPub_t> scr_VmPub{0, 0x14BA9EE40};
WEAK symbol<function_stack_t> scr_function_stack{0, 0x14BAA93C0};
WEAK symbol<void*> DB_XAssetPool{0x140DE8C80, 0x140FEB5D0}; // H1(1.4)
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WEAK symbol<DWORD> threadIds{0x14B19B880, 0x149810E00}; // H1(1.4)
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namespace mp
{
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WEAK symbol<gentity_s> g_entities{0, 0x14621E530}; // H1(1.4)
WEAK symbol<client_t> svs_clients{0, 0x14B204A10}; // H1(1.4)
WEAK symbol<int> gameTime{0, 0x14621BDBC}; // H1(1.4)
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}
namespace sp
{
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WEAK symbol<gentity_s> g_entities{0x14550DD90, 0}; // H1(1.4)
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}
}