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SalastilandClaude Opus 5.5 b12db08ce5 Spawn lookup by ID (0x401b28), inline EQString dtor
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]>
2026-10-20 23:32:09 -04:00

43 lines
1.1 KiB
C++

#pragma once
// Client-wide singletons and helpers shared by many translation units.
// Neutral placeholder names; addresses are in the annotations.
class StringTable {
public:
// FUNCTION: EQGAME 0x005dfa00
const char* GetString(int id, bool* found);
};
class CGameClientBase8 {};
class CGameClient {
public:
// FUNCTION: EQGAME 0x004982c6
void DisplayChat(const char* text, int color, bool log);
char pad[8];
CGameClientBase8 m_base8; // second base class at +8
};
class CDisplay {
public:
// FUNCTION: EQGAME 0x00439a46
void ReleaseActor(class CActor* actor);
// FUNCTION: EQGAME 0x00439ca3
float GetDistance(class EQPlayer* spawn, void* target, float scale);
};
class CConnection;
// FUNCTION: EQGAME 0x004912b1
void __cdecl SendGameMessage(CConnection* conn, int opcode, void* data, int size, int flag);
// GLOBAL: EQGAME 0x00905cb0
extern StringTable* g_pStringTable;
// GLOBAL: EQGAME 0x00988df0
extern CGameClient* g_pGameClient;
// GLOBAL: EQGAME 0x00905d24
extern CDisplay* g_pDisplay;
// GLOBAL: EQGAME 0x00905ca0
extern CConnection g_connection;