0x401b28 returns EQPlayer* from the 3000-entry spawn table (callers in EQPlayer::Die etc. use it as a spawn). ~EQString is an inline header function; 0x4482fb is its out-of-line copy, which compiler-generated destructors call instead of inlining. Co-Authored-By: Claude Opus 5.5 <[email protected]>
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
#pragma once
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// Client-wide singletons and helpers shared by many translation units.
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// Neutral placeholder names; addresses are in the annotations.
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class StringTable {
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public:
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// FUNCTION: EQGAME 0x005dfa00
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const char* GetString(int id, bool* found);
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};
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class CGameClientBase8 {};
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class CGameClient {
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public:
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// FUNCTION: EQGAME 0x004982c6
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void DisplayChat(const char* text, int color, bool log);
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char pad[8];
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CGameClientBase8 m_base8; // second base class at +8
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};
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class CDisplay {
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public:
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// FUNCTION: EQGAME 0x00439a46
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void ReleaseActor(class CActor* actor);
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// FUNCTION: EQGAME 0x00439ca3
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float GetDistance(class EQPlayer* spawn, void* target, float scale);
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};
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class CConnection;
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// FUNCTION: EQGAME 0x004912b1
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void __cdecl SendGameMessage(CConnection* conn, int opcode, void* data, int size, int flag);
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// GLOBAL: EQGAME 0x00905cb0
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extern StringTable* g_pStringTable;
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// GLOBAL: EQGAME 0x00988df0
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extern CGameClient* g_pGameClient;
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// GLOBAL: EQGAME 0x00905d24
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extern CDisplay* g_pDisplay;
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// GLOBAL: EQGAME 0x00905ca0
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extern CConnection g_connection;
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