/**
 * Do not edit this file.  Any changes will be overwritten by the gamedata
 * updater or by upgrading your SourceMod install.
 *
 * To override data in this file, create a subdirectory named "custom" and
 * place your own gamedata file(s) inside of it.  Such files will be parsed
 * after SM's own.
 *
 * For more information, see http://wiki.alliedmods.net/Gamedata_Updating_(SourceMod)
 */

"Games"
{
	/* Sounds */
	"#default"
	{
		"Keys"
		{
			"SlapSoundCount"	"3"
			"SlapSound1"		"default/player/sword_on_flesh_std01.wav"
			"SlapSound2"		"default/player/sword_on_flesh_std05.wav"
			"SlapSound3"		"default/player/bone_breaking03.wav"
		}
	}
	
	/* Properties */
	"#default"
	{
		"Offsets"
		{
			"m_iHealth"
			{
				"class"			"CBasePlayer"
				"prop"			"m_fHealth"
			}
		}
	}
	
	/* General Temp Entities */
	"#default"
	{
		"#supported"
		{
			"game"		"!Might and Magic Multiplayer"
		}

		"Offsets"
		{
			/* Offset into CBaseTempEntity constructor */
			"s_pTempEntities"
			{
				"windows"	"17"
			}
			"GetTEName"
			{
				"windows"	"4"
			}
			"GetTENext"
			{
				"windows"	"8"
			}
			"TE_GetServerClass"
			{
				"windows"	"0"
			}
		}

		"Signatures"
		{
			"CBaseTempEntity"
			{
				"library"	"server"
				"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"
			}
		}
	}
	
	/* Create Entity Signatures */
	"#default"
	{
		"#supported"
		{
			"game"		"!Might and Magic Multiplayer"
		}

		"Signatures"
		{
			"DispatchSpawn"
			{
				"library"	"server"
				"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"
			}
			"CreateEntityByName"
			{
				"library"	"server"
				"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"
			}
		}
	}

	/* CGlobalEntityList */
	"#default"
	{
		"#supported"
		{
			"game"		"!Might and Magic Multiplayer"
		}
				
		"Signatures"
		{
			/* Functions in CGlobalEntityList */
			"FindEntityByClassname"
			{
				"library"	"server"
				"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"
			}
		}
	}

	/* General GameRules */
	"#default"
	{
		"#supported"
		{
			"game"		"!Might and Magic Multiplayer"
		}
		
		"Offsets"
		{
			/* Offset into CreateGameRulesObject */
			"g_pGameRules"
			{
				"windows"	"2"
			}
		}
		
		"Signatures"
		{
			/* This signature sometimes has multiple matches, but this
			 * does not matter as g_pGameRules is involved in all of them.
			 * The same g_pGameRules offset applies to each match.
			 *
			 * Sometimes this block of bytes is at the beginning of the static
			 * CreateGameRulesObject function and sometimes it is in the middle
			 * of an entirely different function. This depends on the game.
			 */
			"CreateGameRulesObject"
			{
				"library"	"server"
				"windows"	"\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x6A\x01\xFF\x50"
			}
		}
	}

	/* IServer interface pointer */
	"#default"
	{
		"Keys"
		{
			/* Signature for the beginning of IVEngineServer::CreateFakeClient.
			 *
			 * The engine binary is not actually scanned in order to look for
			 * this. SourceHook is used to used to determine the address of the
			 * function and this signature is used to verify that it contains
			 * the expected code. A pointer to sv (IServer interface) is used
			 * here.
			 */
			"CreateFakeClient_Windows"	"\x8B\x44\x24\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8"
		}
		
		"Offsets"
		{
			/* Offset into IVEngineServer::CreateFakeClient */
			"sv"
			{
				"windows"	"6"
			}
		}
	}
	
	/* EntityFactoryDictionary function */
	"#default"
	{
		"Signatures"
		{
			"EntityFactory"
			{
				"library"	"server"
				"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"
			}
		}
	}

	/* CBaseEntityOutput::FireOutput */
	"#default"
	{
		"#supported"
		{
			"game"		"!Might and Magic Multiplayer"
		}
		"Signatures"
		{
			"FireOutput"
			{
				"library"	"server"
				"windows"	"\x83\xEC\x1C\x53\x55\x56\x8B\x71\x14"
				"linux"		"@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
			}
		}
	}
	
	/* SetUserInfo data */
	"#default"
	{
		"Offsets"
		{
			/**
			 * CBaseClient::SetUserCVar(char  const*,char  const*);
			 * Linux offset straight from VTable dump.
			 * Windows offset is crazy. Found the windows SetName function using string "(%d)%-0.*s"
			 * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
			 */
			"SetUserCvar"
			{
				"windows"	"17"
			}

			"UpdateUserSettings"
			{
				"windows"	"7"
			}
		}
	}
	
	/* Dark Messiah */
	"!Might and Magic Multiplayer"
	{
		"Offsets"
		{
			"GiveNamedItem"
			{
				"windows"	"309"
			}
			"RemovePlayerItem"
			{
				"windows"	"210"
			}
			"Weapon_GetSlot"
			{
				"windows"	"208"
			}
			"Ignite"
			{
				"windows"	"172"
			}
			"Extinguish"
			{
				"windows"	"173"
			}
			"Teleport"
			{
				"windows"	"92"
			}
			"GetVelocity"
			{
				"windows"	"115"
			}
			"EyeAngles"
			{
				"windows"	"107"
			}
			"AcceptInput"
			{
				"windows"	"34"
			}
			"DispatchKeyValue"
			{
				"windows"	"30"
			}
			"DispatchKeyValueFloat"
			{
				"windows"	"29"
			}
			"DispatchKeyValueVector"
			{
				"windows"	"28"
			}
			"SetEntityModel"
			{
				"windows"	"25"
			}
			"WeaponEquip"
			{
				"windows"	"202"
			}
			"Activate"
			{
				"windows"	"32"
			}
		}
		
		"Signatures"
		{
			"CommitSuicide"
			{
				"library"	"server"
				"windows"	"\x83\xEC\x44\x56\x8B\xF1\x8B\x8E\x2A\x00\x00\x00\x85\xC9"
			}
		}
	}
}
