/** * 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" "player/damage1.wav" "SlapSound2" "player/damage2.wav" "SlapSound2" "player/damage3.wav" } } /* General Temp Entities */ "#default" { "Offsets" { /* Offset into CBaseTempEntity signature address */ "s_pTempEntities" { "windows" "4" } "GetTEName" { "windows" "4" "linux" "4" "mac" "4" } "GetTENext" { "windows" "8" "linux" "8" "mac" "8" } "TE_GetServerClass" { "windows" "0" "linux" "0" "mac" "0" } } "Signatures" { "CBaseTempEntity" { "library" "server" "windows" "\x89\x41\x04\xA1\x2A\x2A\x2A\x2A\x89\x41\x08\x89\x0D\x2A\x2A\x2A\x2A\xC7" } "s_pTempEntities" { "library" "server" "linux" "@_ZN15CBaseTempEntity15s_pTempEntitiesE" "mac" "@_ZN15CBaseTempEntity15s_pTempEntitiesE" } } } /* CGlobalEntityList */ "#default" { "Signatures" { /* Functions in CGlobalEntityList */ "FindEntityByClassname" { "library" "server" // Fallback to IServerTools method instead on Windows, lest we add custom logic since it's no longer a thiscall on Windows in CS:GO "linux" "@_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc" "mac" "@_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc" } } } /* General GameRules */ "#default" { "Keys" { "GameRulesProxy" "CCSGameRulesProxy" } "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" } "g_pGameRules" { "library" "server" "linux" "@g_pGameRules" "mac" "@g_pGameRules" } } } /* 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\xFF\x2A\x2A\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x85" } "Offsets" { /* Offset into IVEngineServer::CreateFakeClient */ "sv" { "windows" "7" } } "Signatures" { /* CBaseServer object for IServer interface */ "sv" { "library" "engine" "linux" "@sv" "mac" "@sv" } } } /* EntityFactoryDictionary function */ "#default" { "Signatures" { "EntityFactory" { "library" "server" "linux" "@_Z23EntityFactoryDictionaryv" "mac" "@_Z23EntityFactoryDictionaryv" } "EntityFactoryFinder" { "library" "server" "windows" "\xFF\x2A\x2A\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x8B\xC8\xC7" } } "Offsets" { "EntityFactoryOffset" { "windows" "4" } } } /* CBaseEntityOutput::FireOutput */ "#default" { "Signatures" { "FireOutput" { "library" "server" "windows" "\x55\x8B\xEC\x83\x2A\x2A\x81\xEC\x2A\x2A\x2A\x2A\x8B\xC1\x53\x56\x57\x8B\x2A\x2A\x89\x2A\x2A\x2A\x33" "linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f" "mac" "@_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)%-.*s" (aD_S in IDA) * Cross referenced back to the vtable and counted manually (SetUserCvar is 1 higher, offsets start from 1) */ "SetUserCvar" { /* Not 100% sure on this, why would windows change and not linux - TEST ME */ "windows" "27" "linux" "64" "mac" "64" } /** * 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" "412" "linux" "412" "mac" "412" } } } "csgo" { "Keys" { // Netprop on the team entity for team score "m_iScore" "m_scoreTotal" } "Offsets" { "GiveNamedItem" { "windows" "443" "linux" "444" "mac" "444" } "RemovePlayerItem" { "windows" "289" "linux" "290" "mac" "290" } "Weapon_GetSlot" { "windows" "286" "linux" "287" "mac" "287" } "Ignite" { "windows" "222" "linux" "223" "mac" "223" } "Extinguish" { "windows" "225" "linux" "226" "mac" "226" } "Teleport" { "windows" "112" "linux" "113" "mac" "113" } "CommitSuicide" { "windows" "493" "linux" "493" "mac" "493" } "GetVelocity" { "windows" "137" "linux" "138" "mac" "138" } "EyeAngles" { "windows" "128" "linux" "129" "mac" "129" } "AcceptInput" { "windows" "40" "linux" "41" "mac" "41" } "SetEntityModel" { "windows" "26" "linux" "27" "mac" "27" } "WeaponEquip" { "windows" "279" "linux" "280" "mac" "280" } "Activate" { "windows" "37" "linux" "38" "mac" "38" } "PlayerRunCmd" { "windows" "463" "linux" "464" "mac" "464" } } } }