Files
Perfectium/sdk_globals.asm
T

89 lines
3.3 KiB
NASM

INCLUDE include\master.inc
.data?
; Core UE4 runtime function pointers
ProcessEvent QWORD ? ; void (*)(UObject*, UFunction*, void*)
Imagebase QWORD ? ; uintptr_t - base of game .exe module
FMemory_Malloc QWORD ? ; void* (*)(int32 size, int32 alignment)
FMemory_Realloc QWORD ? ; void* (*)(void* mem, int64 newSize, uint32 align)
FMemory_Free QWORD ? ; void (*)(void* mem)
FNameToString QWORD ? ; void (*)(FName* this, FString& out)
GObjects QWORD ? ; TUObjectArray* - global UObject table
; Native:: function pointers
; Actor
Native_Actor_GetNetMode QWORD ?
; PlayerController
Native_PlayerController_GetPlayerViewPoint QWORD ?
; LocalPlayer
Native_LocalPlayer_SpawnPlayActor QWORD ?
; Garbage collection
Native_GC_CollectGarbage QWORD ?
; AbilitySystemComponent
Native_AbilitySystemComponent_GiveAbility QWORD ?
Native_AbilitySystemComponent_InternalTryActivateAbility QWORD ?
Native_AbilitySystemComponent_MarkAbilitySpecDirty QWORD ?
Native_AbilitySystemComponent_FindAbilitySpecFromHandle QWORD ?
; NetDriver
Native_NetDriver_TickFlush QWORD ?
Native_NetDriver_InitListen QWORD ?
; ReplicationDriver
Native_ReplicationDriver_ServerReplicateActors QWORD ?
; NetConnection
Native_NetConnection_ReceiveFString QWORD ?
Native_NetConnection_ReceiveUniqueIdRepl QWORD ?
; OnlineSession
Native_OnlineSession_KickPlayer QWORD ?
; OnlineBeacon
Native_OnlineBeacon_PauseBeaconRequests QWORD ?
Native_OnlineBeacon_NotifyAcceptingConnection QWORD ?
; OnlineBeaconHost
Native_OnlineBeaconHost_InitHost QWORD ?
Native_OnlineBeaconHost_NotifyControlMessage QWORD ?
Native_OnlineBeaconHost_NotifyAcceptingConnection QWORD ?
Native_OnlineBeaconHost_PauseBeaconRequests QWORD ?
; World
Native_World_RemoveNetworkActor QWORD ?
Native_World_WelcomePlayer QWORD ?
Native_World_NotifyControlMessage QWORD ?
Native_World_SpawnActor QWORD ?
Native_World_SpawnPlayActor QWORD ?
Native_World_NotifyAcceptingConnection QWORD ?
; Engine
Native_Engine_SeamlessTravelHandlerForWorld QWORD ?
; GameViewportClient
Native_GameViewportClient_PostRender QWORD ?
; Game state globals
bTraveled BYTE ? ; bool - server has traveled to map
bPlayButton BYTE ? ; bool - play button clicked
bListening BYTE ? ; bool - server is listening for connections
bStartedBus BYTE ? ; bool - battle bus has launched
bSpawnedFloorLoot BYTE ? ; bool - floor loot has been spawned
BYTE 3 DUP (?) ; pad to QWORD boundary
; Pointer globals
HostBeacon QWORD ? ; AFortOnlineBeaconHost*
; ExistingBuildings - std::vector<ABuildingActor*> represented as TArrayHeader
; Layout matches TArrayHeader: Data(QWORD), Count(DWORD), Max(DWORD)
ExistingBuildings QWORD ? ; Data: ABuildingActor** array ptr
ExistingBuildingsNum DWORD ? ; Count
ExistingBuildingsMax DWORD ? ; Max
END