/** * 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" { /* Dsytopia */ "!Dystopia" { "Offsets" { /* CBasePlayer */ "GiveNamedItem" { "windows" "331" "linux" "332" } "RemovePlayerItem" { "windows" "229" "linux" "230" } "Weapon_GetSlot" { "windows" "227" "linux" "228" } "Ignite" { "windows" "191" "linux" "192" } "Extinguish" { "windows" "192" "linux" "193" } "Teleport" { "windows" "100" "linux" "101" } "CommitSuicide" { "windows" "360" "linux" "361" } "GetVelocity" { "windows" "128" "linux" "129" } "EyeAngles" { "windows" "120" "linux" "121" } "AcceptInput" { "windows" "35" "linux" "36" } "DispatchKeyValue" { "windows" "31" "linux" "30" } "DispatchKeyValueFloat" { "windows" "30" "linux" "31" } "DispatchKeyValueVector" { "windows" "29" "linux" "32" } "SetEntityModel" { "windows" "25" "linux" "26" } "WeaponEquip" { "windows" "220" "linux" "221" } "Activate" { "windows" "32" "linux" "33" } /* Offset into CBaseTempEntity constructor. * On Windows Dsytopia is heavily inlined; we use the function * surrounding "aCouldnTFindTem" in IDA instead. */ "s_pTempEntities" { "windows" "70" } } "Signatures" { /* On Windows Dsytopia is heavily inlined; we use the function * surrounding "aCouldnTFindTem" in IDA instead. */ "CBaseTempEntity" { "library" "server" "windows" "\x81\xEC\x84\x00\x00\x00\x56\x8B\xF1\x8B\x46\x6C\x57\x8D\x7E\x6C\x8D\x4C\x24\x08\x83\xC8\x20\x51\x89\x44\x24\x0C\xE8\x2A\x2A\x2A" } /* Dystopia always has to be different, doesn't it * * This is very similar to the general signature, except that * it does "mov edx, [eax+2Ch]" before making a call rather than * doing "call dword ptr [eax+2Ch]" */ "CreateGameRulesObject" { "library" "server" "windows" "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x50\x2A\x6A\x01\xFF\xD2" } } } }