Add new symbols
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@ -4,6 +4,11 @@
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namespace game
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{
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#endif
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enum XAssetType
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{
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ASSET_TYPE_LEADERBOARD = 0x32,
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ASSET_TYPE_DDL = 0x33,
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};
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enum ControllerIndex_t
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{
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@ -912,6 +917,116 @@ namespace game
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static_assert(sizeof(gentity_s) == 0x4F8);
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union XAssetHeader
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{
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/*PhysPreset* physPreset;
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PhysConstraints* physConstraints;
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DestructibleDef* destructibleDef;
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XAnimParts* parts;
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XModel* model;
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XModelMesh* modelMesh;
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Material* material;
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MaterialComputeShaderSet* computeShaderSet;
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MaterialTechniqueSet* techniqueSet;
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GfxImage* image;
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SndBank* sound;
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SndPatch* soundPatch;
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clipMap_t* clipMap;
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ComWorld* comWorld;
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GameWorld* gameWorld;
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MapEnts* mapEnts;
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GfxWorld* gfxWorld;
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GfxLightDef* lightDef;
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GfxLensFlareDef* lensFlareDef;
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Font* font;
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FontIcon* fontIcon;
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LocalizeEntry* localize;
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WeaponVariantDef* weapon;
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WeaponAttachment* attachment;
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WeaponAttachmentUnique* attachmentUnique;
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WeaponCamo* weaponCamo;
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CustomizationTable* customizationTable;
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CustomizationColorInfo* customizationColorInfo;
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SndDriverGlobals* sndDriverGlobals;
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FxEffectDefHandleRaw fx;
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TagFxSet* tagFX;
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FxLensFlareDefPtr newLensFlareDef;
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FxImpactTable* impactFx;
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SoundsImpactTable* impactSounds;
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CgMediaTable* cgMedia;
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PlayerSoundsTable* playerSounds;
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PlayerFXTable* playerFX;
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SharedWeaponSounds* sharedWeaponSounds;
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RawFile* rawfile;
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StringTable* stringTable;
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StructuredTable* structuredTable;
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LeaderboardDef* leaderboardDef;
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DDLRoot* ddlRoot;
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Glasses* glasses;
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TextureList* textureList;
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ScriptParseTree* scriptParseTree;
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KeyValuePairs* keyValuePairs;
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VehicleDef* vehicleDef;
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AddonMapEnts* addonMapEnts;
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TracerDef* tracerDef;
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Qdb* qdb;
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Slug* slug;
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SurfaceFXTableDef* surfaceFXTableDef;
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SurfaceSoundDef* surfaceSoundDef;
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FootstepTableDef* footstepTableDef;
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EntitySoundImpacts* entitySoundImpacts;
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EntityFxImpacts* entityFxImpacts;
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ZBarrierDef* zbarrierDef;
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VehicleFxDef* vehicleFxDef;
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VehicleSoundDef* vehicleSoundDef;
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ArchiveTypeInfoArray* typeInfo;
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ScriptBundle* scriptBundle;
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ScriptBundleList* scriptBundleList;
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RumbleInfo* rumble;
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BulletPenetrationTable* bulletPenetration;
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LocDmgTable* locDmgTable;
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AimTable* aimTable;
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XModelAlias* xModelAlias;
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Character* character;
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AIType* aiType;
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PlayerCharacter* player_character;
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AnimSelectorTableSet* animSelectorTableSet;
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AnimMappingTable* animMappingTable;
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AnimStateMachine* animStateMachine;
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BehaviorTree* behaviorTree;
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BehaviorStateMachine* behaviorStateMachine;
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TTFDef* ttfDef;
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GfxSiegeAnim* sanim;
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GfxLightDescription* lightDescription;
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ShellshockParams* shellshock;
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XCam* xcam;
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BGCacheInfo* bgCache;
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TextureCombo* textureCombo;
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FlameTable* flameTable;
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Bitfield* bitfield;
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AttachmentCosmeticVariant* attachmentCosmeticVariant;
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MapTable* mapTable;
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Medal* medal;
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MedalTable* medalTable;
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Objective* objective;
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ObjectiveList* objectiveList;
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NavMeshData* navMesh;
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NavVolumeData* navVolume;
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BinaryHTML* binaryHTML;
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LaserDef* laserDef;
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BeamDef* beamDef;
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StreamerHint* streamerHint;*/
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void* data;
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};
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struct XAsset
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{
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XAssetType type;
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XAssetHeader header;
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};
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typedef void XAssetEnum(XAssetHeader, void*);
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#ifdef __cplusplus
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}
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#endif
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@ -26,12 +26,15 @@ namespace game
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};
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WEAK symbol<void(uint32_t localClientNum, const char* text)> Cbuf_AddText{0x1420EC8B0, 0x1404F75B0};
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WEAK symbol<void(int localClientNum, ControllerIndex_t controllerIndex, const char* buffer)> Cbuf_ExecuteBuffer{0x0, 0x1404F78D0};
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WEAK symbol<void(int localClientNum, ControllerIndex_t controllerIndex, const char* buffer)> Cbuf_ExecuteBuffer{
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0x0, 0x1404F78D0
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};
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WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddCommandInternal{
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0x1420ED530, 0x1404F8210
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};
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WEAK symbol<void()> Cbuf_AddServerText_f{0x0, 0x1407DB4C0};
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WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddServerCommandInternal{
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WEAK symbol<void(const char* cmdName, xcommand_t function, cmd_function_s* allocedCmd)> Cmd_AddServerCommandInternal
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{
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0x0, 0x1404F8280
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};
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WEAK symbol<void(uint32_t localClientNum, ControllerIndex_t controllerIndex, const char* text,
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@ -44,6 +47,13 @@ namespace game
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WEAK symbol<void(XZoneInfo* zoneInfo, uint32_t zoneCount, bool sync, bool suppressSync)> DB_LoadXAssets{
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0x1414236A0
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};
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WEAK symbol<void(XAssetType type, XAssetEnum* func, void* inData, bool includeOverride)> DB_EnumXAssets{
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0x141420970, 0x1401D5A50
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};
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WEAK symbol<XAssetHeader(XAssetType type, const char* name, bool errorIfMissing, int waitTime)> DB_FindXAssetHeader{
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0x141420ED0, 0x1401D5FB0
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};
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WEAK symbol<const char*(const XAsset* asset)> DB_GetXAssetName{0x1413E9DA0, 0x14019F080};
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// Live
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WEAK symbol<bool(uint64_t, int*, bool)> Live_GetConnectivityInformation{0x141E0C410};
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@ -76,8 +86,10 @@ namespace game
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// Scr
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WEAK symbol<void(scriptInstance_t inst, int value)> Scr_AddInt{0x0, 0x14016F160};
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WEAK symbol<void(scriptInstance_t inst, const char* value)> Scr_AddString{0x0, 0x14016F320};
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WEAK symbol<const char* (scriptInstance_t inst, unsigned int index)> Scr_GetString{0x0, 0x140171490};
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WEAK symbol<void(gentity_s* ent, ScrVarCanonicalName_t stringValue, unsigned int paramcount)> Scr_Notify_Canon{0x0, 0x1402F5FF0};
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WEAK symbol<const char*(scriptInstance_t inst, unsigned int index)> Scr_GetString{0x0, 0x140171490};
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WEAK symbol<void(gentity_s* ent, ScrVarCanonicalName_t stringValue, unsigned int paramcount)> Scr_Notify_Canon{
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0x0, 0x1402F5FF0
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};
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WEAK symbol<unsigned int(scriptInstance_t inst)> Scr_GetNumParam{0x0, 0x140171320};
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WEAK symbol<void(uint64_t id, bool cancelAll)> Cinematic_StopPlayback{0x1412BEA70};
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