Add new symbols

This commit is contained in:
momo5502 2023-01-28 15:29:52 +01:00
parent 3ad19292a9
commit 10cbf6a8bc
2 changed files with 131 additions and 4 deletions

View File

@ -4,6 +4,11 @@
namespace game
{
#endif
enum XAssetType
{
ASSET_TYPE_LEADERBOARD = 0x32,
ASSET_TYPE_DDL = 0x33,
};
enum ControllerIndex_t
{
@ -912,6 +917,116 @@ namespace game
static_assert(sizeof(gentity_s) == 0x4F8);
union XAssetHeader
{
/*PhysPreset* physPreset;
PhysConstraints* physConstraints;
DestructibleDef* destructibleDef;
XAnimParts* parts;
XModel* model;
XModelMesh* modelMesh;
Material* material;
MaterialComputeShaderSet* computeShaderSet;
MaterialTechniqueSet* techniqueSet;
GfxImage* image;
SndBank* sound;
SndPatch* soundPatch;
clipMap_t* clipMap;
ComWorld* comWorld;
GameWorld* gameWorld;
MapEnts* mapEnts;
GfxWorld* gfxWorld;
GfxLightDef* lightDef;
GfxLensFlareDef* lensFlareDef;
Font* font;
FontIcon* fontIcon;
LocalizeEntry* localize;
WeaponVariantDef* weapon;
WeaponAttachment* attachment;
WeaponAttachmentUnique* attachmentUnique;
WeaponCamo* weaponCamo;
CustomizationTable* customizationTable;
CustomizationColorInfo* customizationColorInfo;
SndDriverGlobals* sndDriverGlobals;
FxEffectDefHandleRaw fx;
TagFxSet* tagFX;
FxLensFlareDefPtr newLensFlareDef;
FxImpactTable* impactFx;
SoundsImpactTable* impactSounds;
CgMediaTable* cgMedia;
PlayerSoundsTable* playerSounds;
PlayerFXTable* playerFX;
SharedWeaponSounds* sharedWeaponSounds;
RawFile* rawfile;
StringTable* stringTable;
StructuredTable* structuredTable;
LeaderboardDef* leaderboardDef;
DDLRoot* ddlRoot;
Glasses* glasses;
TextureList* textureList;
ScriptParseTree* scriptParseTree;
KeyValuePairs* keyValuePairs;
VehicleDef* vehicleDef;
AddonMapEnts* addonMapEnts;
TracerDef* tracerDef;
Qdb* qdb;
Slug* slug;
SurfaceFXTableDef* surfaceFXTableDef;
SurfaceSoundDef* surfaceSoundDef;
FootstepTableDef* footstepTableDef;
EntitySoundImpacts* entitySoundImpacts;
EntityFxImpacts* entityFxImpacts;
ZBarrierDef* zbarrierDef;
VehicleFxDef* vehicleFxDef;
VehicleSoundDef* vehicleSoundDef;
ArchiveTypeInfoArray* typeInfo;
ScriptBundle* scriptBundle;
ScriptBundleList* scriptBundleList;
RumbleInfo* rumble;
BulletPenetrationTable* bulletPenetration;
LocDmgTable* locDmgTable;
AimTable* aimTable;
XModelAlias* xModelAlias;
Character* character;
AIType* aiType;
PlayerCharacter* player_character;
AnimSelectorTableSet* animSelectorTableSet;
AnimMappingTable* animMappingTable;
AnimStateMachine* animStateMachine;
BehaviorTree* behaviorTree;
BehaviorStateMachine* behaviorStateMachine;
TTFDef* ttfDef;
GfxSiegeAnim* sanim;
GfxLightDescription* lightDescription;
ShellshockParams* shellshock;
XCam* xcam;
BGCacheInfo* bgCache;
TextureCombo* textureCombo;
FlameTable* flameTable;
Bitfield* bitfield;
AttachmentCosmeticVariant* attachmentCosmeticVariant;
MapTable* mapTable;
Medal* medal;
MedalTable* medalTable;
Objective* objective;
ObjectiveList* objectiveList;
NavMeshData* navMesh;
NavVolumeData* navVolume;
BinaryHTML* binaryHTML;
LaserDef* laserDef;
BeamDef* beamDef;
StreamerHint* streamerHint;*/
void* data;
};
struct XAsset
{
XAssetType type;
XAssetHeader header;
};
typedef void XAssetEnum(XAssetHeader, void*);
#ifdef __cplusplus
}
#endif

View File

@ -26,12 +26,15 @@ namespace game
};
WEAK symbol<void(uint32_t localClientNum, const char* text)> Cbuf_AddText{0x1420EC8B0, 0x1404F75B0};
WEAK symbol<void(int localClientNum, ControllerIndex_t controllerIndex, const char* buffer)> Cbuf_ExecuteBuffer{0x0, 0x1404F78D0};
WEAK symbol<void(int localClientNum, ControllerIndex_t controllerIndex, const char* buffer)> Cbuf_ExecuteBuffer{
0x0, 0x1404F78D0
};
WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddCommandInternal{
0x1420ED530, 0x1404F8210
};
WEAK symbol<void()> Cbuf_AddServerText_f{0x0, 0x1407DB4C0};
WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddServerCommandInternal{
WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddServerCommandInternal
{
0x0, 0x1404F8280
};
WEAK symbol<void(uint32_t localClientNum, ControllerIndex_t controllerIndex, const char* text,
@ -44,6 +47,13 @@ namespace game
WEAK symbol<void(XZoneInfo* zoneInfo, uint32_t zoneCount, bool sync, bool suppressSync)> DB_LoadXAssets{
0x1414236A0
};
WEAK symbol<void(XAssetType type, XAssetEnum* func, void* inData, bool includeOverride)> DB_EnumXAssets{
0x141420970, 0x1401D5A50
};
WEAK symbol<XAssetHeader(XAssetType type, const char* name, bool errorIfMissing, int waitTime)> DB_FindXAssetHeader{
0x141420ED0, 0x1401D5FB0
};
WEAK symbol<const char*(const XAsset* asset)> DB_GetXAssetName{0x1413E9DA0, 0x14019F080};
// Live
WEAK symbol<bool(uint64_t, int*, bool)> Live_GetConnectivityInformation{0x141E0C410};
@ -76,8 +86,10 @@ namespace game
// Scr
WEAK symbol<void(scriptInstance_t inst, int value)> Scr_AddInt{0x0, 0x14016F160};
WEAK symbol<void(scriptInstance_t inst, const char* value)> Scr_AddString{0x0, 0x14016F320};
WEAK symbol<const char* (scriptInstance_t inst, unsigned int index)> Scr_GetString{0x0, 0x140171490};
WEAK symbol<void(gentity_s* ent, ScrVarCanonicalName_t stringValue, unsigned int paramcount)> Scr_Notify_Canon{0x0, 0x1402F5FF0};
WEAK symbol<const char*(scriptInstance_t inst, unsigned int index)> Scr_GetString{0x0, 0x140171490};
WEAK symbol<void(gentity_s* ent, ScrVarCanonicalName_t stringValue, unsigned int paramcount)> Scr_Notify_Canon{
0x0, 0x1402F5FF0
};
WEAK symbol<unsigned int(scriptInstance_t inst)> Scr_GetNumParam{0x0, 0x140171320};
WEAK symbol<void(uint64_t id, bool cancelAll)> Cinematic_StopPlayback{0x1412BEA70};