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5 Commits
Author SHA1 Message Date
jenz 537d4be911 Merge pull request 'Gamedata update for CBaseGrenade::Explode and CEnvExplosion::InputExplode' (#3) from Irineu/sm-ext-CSSFixes:master into master
the signature update seems to work. if you afterwards move it over to a detour instead that would be great as long as it prevents the scorch decal from appearing anywhere.
2026-09-20 21:20:26 +02:00
Irineu 0718a46b13 Gamedata update for CBaseGrenade::Explode and CEnvExplosion::InputExplode 2026-09-18 00:42:50 -03:00
jenz 08566f5559 new patches for signatures 2026-08-25 10:57:27 +01:00
jenz d80aa8b59c added NOP for FindOrAddFileName 2026-08-06 23:37:22 +01:00
jenz d0d4aaa912 fix for client crash Too many indices for index buffer tell a programmer. as caused by grenades, c4 and env_explosion putting too many decals on vertices 2026-07-27 14:12:50 +01:00
+45 -53
View File
@@ -262,70 +262,62 @@ static struct SrcdsPatch
}, },
// 14: CGameMovement::LadderMove NOP out player->SetGravity( 0 ); // 14: CGameMovement::LadderMove NOP out player->SetGravity( 0 );
// This is in a cloned function which has a weird symbol (_ZN13CGameMovement10LadderMoveEv_part_0) so I went with the function right before it // This is in a cloned function which has a weird symbol (_ZN13CGameMovement10LadderMoveEv_part_0) so I went with the function right before it
{
"_ZN13CGameMovement12CheckFallingEv",
(unsigned char *)"\xC7\x80\xA4\x02\x00\x00\x00\x00\x00\x00\x8B\x03\x8B\x80",
"xx????????xxxx",
(unsigned char *)"\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90\x8B\x03\x8B\x80",
"cstrike/bin/server_srv.so"
},
// 15: I CUtlLinkedList<T,S,ML,I,M>::AllocInternal( bool multilist )
//skip CUtlLinkedList overflow! (exhausted memory allocator) and CUtlLinkedList overflow! (exhausted index range)
//this avoids crashing when loading over 64k strings into stringpool. Custom assets in maps lead towards the limit. jenz- December 2023
// \x90 prevent green,
// \xEB prevent red
/*
{
"_ZN14CUtlLinkedListI16CUtlKeyValuePairI19CUtlConstStringBaseIcE7empty_tEtLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS4_tEtEE13AllocInternalEb",
(unsigned char *)"\x74\x0C",
"xx",
(unsigned char *)"\x90\x90",
"bin/dedicated_srv.so"
},
{
"_ZN12CZipPackFile7PrepareExx",
(unsigned char *)"\x0F\x85\x32\x03\x00\x00",
"_ZN14CUtlLinkedListI16CUtlKeyValuePairI19CUtlConstStringBaseIcE7empty_tEtLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS4_tEtEE13AllocInternalEb",
(unsigned char *)"\x0F\x87\x7A\xFF\xFF\xFF",
"xxxxxx",
(unsigned char *)"\xEB\x85\x32\x03\x00\x00" ,
(unsigned char *)"\xEB\x87\x7A\xFF\xFF\xFF",
"bin/dedicated_srv.so"
},
{
"_ZN14CUtlLinkedListI16CUtlKeyValuePairI19CUtlConstStringBaseIcE7empty_tEtLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS4_tEtEE13AllocInternalEb",
(unsigned char *)"\x0F\x84\x9C\x00\x00\x00",
"xxxxxx",
(unsigned char *)"\x90\x90\x90\x90\x90\x90",
"bin/dedicated_srv.so"
},
*/
// 16: should allow people to run around freely after game end, by overwriting pPlayer->AddFlag( FL_FROZEN ); line 3337 in cs_gamerules.cpp
//this change is desired for the new mapvoting feature so that people can still freely move at the end of the map while the vote is running.
{ {
"_ZN12CCSGameRules16GoToIntermissionEv", "_ZN13CGameMovement12CheckFallingEv",
(unsigned char *)"\x74\x0E\x83\xEC\x08\x6A\x40\x50", (unsigned char *)"\xC7\x86\xA4\x02\x00\x00\x00\x00\x00\x00\xE9\x00\xFF\xFF",
"xxxxxxxx", "xx????????x???",
(unsigned char *)"\xEB\x0E\x83\xEC\x08\x6A\x40\x50", (unsigned char *)"\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90\xE9\x00\xFF\xFF",
"cstrike/bin/server_srv.so" "cstrike/bin/server_srv.so",
0x600
}, },
//17 also jump over boolean = true // freeze players while in intermission m_bFreezePeriod = true;
// 15: bool CZipPackFile::Prepare( int64 fileLen, int64 nFileOfs )
//NOPs out lookup.m_hFileName = m_fs->FindOrAddFileName( tmpString ); Line 768
//stop the errors CUtlLinkedList overflow! (exhausted memory allocator) and CUtlLinkedList overflow! (exhausted index range)
//this avoids crashing due to loading over 65k strings into stringpool. Custom assets in maps lead towards the limit. jenz- December 2023
{ {
"_ZN12CCSGameRules16GoToIntermissionEv", "_ZN12CZipPackFile7PrepareExx",
(unsigned char *)"\x75\x0F\xE8\x69\xCE\xDA\xFF\x8B\x45\x08", (unsigned char *)"\x8B\x10\x57\x50\xFF\x92\x8C\x00\x00\x00",
"xxxxxxxxxx", "xxxxxxxxxx",
(unsigned char *)"\xEB\x0F\xE8\x69\xCE\xDA\xFF\x8B\x45\x08", (unsigned char *)"\x8B\x10\x57\x50\x31\xC0\x90\x90\x90\x90",
"cstrike/bin/server_srv.so" "bin/dedicated_srv.so",
0x600
}, },
// 18: Remove weird filename handle check in CZipPackFile::GetFileInfo that broke loading mixed case files in bsp pakfiles // 16: Remove weird filename handle check in CZipPackFile::GetFileInfo that broke loading mixed case files in bsp pakfiles
{ {
"_ZN12CZipPackFile11GetFileInfoEPKcRiRxS2_S2_Rt", "_ZN12CZipPackFile11GetFileInfoEPKcRiRxS2_S2_Rt",
(unsigned char *)"\x75\x00\x8B\x09", (unsigned char *)"\x75\x00\x8B\x09",
"x?xx", "x?xx",
(unsigned char *)"\x90\x90\x8B\x09", (unsigned char *)"\x90\x90\x8B\x09",
"bin/dedicated_srv.so" "bin/dedicated_srv.so"
},
// 17: void CBaseGrenade::Explode( trace_t *pTrace, int bitsDamageType ) NOP out UTIL_DecalTrace( pTrace, "Scorch" ); to stop grenades from causing
// "Too many indices for index buffer. Tell a programmer". Grenades cause decals on too many faces for the client to handle.
{
"_ZN12CBaseGrenade7ExplodeEP10CGameTracei",
(unsigned char *)"\xE8\xEA\x8E\x21\x00",
"xxxxx",
(unsigned char *)"\x90\x90\x90\x90\x90",
"cstrike/bin/server_srv.so"
},
// 18: void CPlantedC4::Explode( trace_t *pTrace, int bitsDamageType ) NOP out UTIL_DecalTrace( pTrace, "Scorch" ); same reason as 17.
{
"_ZN10CPlantedC47ExplodeEP10CGameTracei",
(unsigned char *)"\xE8\x72\xBE\xEB\xFF",
"xxxxx",
(unsigned char *)"\x90\x90\x90\x90\x90",
"cstrike/bin/server_srv.so"
},
// 19: void CEnvExplosion::InputExplode( inputdata_t &inputdata ) NOP out UTIL_DecalTrace( &tr, "Scorch" ); same reason as 17.
{
"_ZN13CEnvExplosion12InputExplodeER11inputdata_t",
(unsigned char *)"\xE8\xEA\x2A\x1A\x00",
"xxxxx",
(unsigned char *)"\x90\x90\x90\x90\x90",
"cstrike/bin/server_srv.so",
0x800,
1
} }
}; };