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