sourcemod/gamedata/sdktools.games/engine.dota.txt

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/**
* 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" "7"
"SlapSound1" "vo/axe/axe_pain_01.mp3"
"SlapSound1" "vo/axe/axe_pain_02.mp3"
"SlapSound1" "vo/axe/axe_pain_03.mp3"
"SlapSound1" "vo/axe/axe_pain_04.mp3"
"SlapSound1" "vo/axe/axe_pain_05.mp3"
"SlapSound1" "vo/axe/axe_pain_06.mp3"
"SlapSound1" "vo/axe/axe_pain_07.mp3"
}
}
/* General Temp Entities */
"#default"
{
"Offsets"
{
//Offset into CBaseTempEntity constructor
"s_pTempEntities"
{
"windows" "1"
}
"GetTEName"
{
"windows" "4"
}
"GetTENext"
{
"windows" "8"
}
"TE_GetServerClass"
{
"windows" "0"
}
}
"Signatures"
{
"CBaseTempEntity"
{
"library" "server"
"windows" "\xA1\x2A\x2A\x2A\x2A\xF3\x0F\x10\x15\x2A\x2A\x2A\x2A\xF3"
}
}
}
/* General GameRules */
"#default"
{
"Keys"
{
"GameRulesProxy" "CDOTAGamerulesProxy"
}
"Offsets"
{
/* Offset into CreateGameRulesObject */
"g_pGameRules"
{
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"windows" "3"
}
}
"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"
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"windows" "\x51\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x08\x8B\x01\x8B\x10\x6A\x01\xFF\xD2\xC7\x05\x2A\x2A\x2A\x2A\x00\x00\x00\x00\xE8"
}
"g_pGameRules"
{
"library" "server"
}
}
}
/* 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" "\x55\x8B\xEC\x8B\x2A\x2A\x56\x50\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x85\xC0\x75"
}
"Offsets"
{
/* Offset into IVEngineServer::CreateFakeClient */
"sv"
{
"windows" "9"
}
}
}
/* Resource Entity override */
"#default"
{
// Dota's player manager does not have DT_PlayerResource embedded, unlike most other games
"Keys"
{
"ResourceEntityClassname" "dota_player_manager"
}
}
/* EntityFactoryDictionary function */
"#default"
{
"Signatures"
{
"EntityFactoryFinder"
{
// EntityFactoryDictionary gets inlined on Windows in Dota 2. The pointer to the static factory becomes a global.
"library" "server"
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"windows" "\x8B\x15\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x57\xB9\x2A\x2A\x2A\x2A\xFF\xD0\xC7"
//"linux" "@_Z23EntityFactoryDictionaryv"
//"mac" "@_Z23EntityFactoryDictionaryv"
}
}
"Offsets"
{
"EntityFactoryOffset"
{
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"windows" "2"
}
}
}
/* CBaseEntityOutput::FireOutput */
"#default"
{
"Signatures"
{
"FireOutput"
{
"library" "server"
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"windows" "\x55\x8B\xEC\x83\x2A\x2A\x81\xEC\x2A\x2A\x2A\x2A\x8B\x45\x2A\x53\x8B\x58\x2A\x56\x57\xC7"
}
}
}
/* 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)%-.*s" (aD_S in IDA)
* Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1)
*/
"SetUserCvar"
{
"windows" "26"
}
/**
* Offset into CBaseClient - Used by CBaseServer::UpdateUserSettings to determine when changes have been made.
* Find CBaseClient::UpdateUserSettings (strings "net_maxroutable", "cl_updaterate" etc) and the offset is set to 0 near the end.
* Linux: mov byte ptr [esi+0B0h], 0
* Win: mov byte ptr [esi+0B0h], 0
*
* L4D2: This has been moved into CBaseClient::UpdateUserSettings(), rest of the details are still relevant.
*/
"InfoChanged"
{
"windows" "212"
}
}
}
"dota"
{
"Offsets"
{
"GiveNamedItem"
{
"windows" "438"
}
"RemovePlayerItem"
{
"windows" "300"
}
"Weapon_GetSlot"
{
"windows" "289"
}
"Ignite"
{
"windows" "231"
}
"Extinguish"
{
"windows" "234"
}
"Teleport"
{
"windows" "114"
}
"CommitSuicide"
{
"windows" "482"
}
"GetVelocity"
{
"windows" "147"
}
"EyeAngles"
{
"windows" "138"
}
"AcceptInput"
{
"windows" "41"
}
"SetEntityModel"
{
"windows" "26"
}
"WeaponEquip"
{
"windows" "292"
}
"Activate"
{
"windows" "37"
}
"PlayerRunCmd"
{
"windows" "458"
}
}
}
}