![]() ![]() This is likely going to cause some issues when I get some structs setup for C_BaseEntity, and I'm actually interested to see how IDA attempts to handle it, but we aren't too worried as these - references only occur in the inherited classes and there is a minimal enough amount that it's ignorable for now. That minus 8 is actually the function returning to the main virtual table (which is at position 0). Here's what this looks like in IDA, our reverse engineering software: This makes the first 4 properties in our table actually virtual table pointers (And makes figuring out which function I have just that little bit harder). On the client however, it actually creates its own virtual table and then uses a different virtual table pointer to reference the inherited class. On the server, the new class would simply 'absorb' the inherited virtual tables and then add its new virtual functions to the end. One of the big differences between the client and server is in how the virtual tables are inherited. We'll come back to this when I know more about it. Now I'm not too sure what properties are the main culprits for this massive size jump, but I believe it might be due to some position calculation. Interestingly enough the property tables on the client side are significantly bigger, almost clocking in at double the size of the server CBaseEntity class, which is about 3000, while the client class is at nearly 5000. I have completely mapped the virtual table and am starting on the properties now. Starting to get the client-side a bit more now so I figured its time for an update.įirstly, the C_BaseEntity class is coming along well. Here's a brief word from the man himself: Since we're all about visuals on this update, we changed that. When it comes to making the mod, the majority of the changes needed were on the SERVER side, meaning the SDK was not giving too much attention to the client. This is an important step, because the only way to get fully custom content is for both realms of the game to have access to the SDK. SacredAI has been refocusing the priorities to move to the client. I won't say much here because it's really all in the videos later, but that's the mentality we are having as we move forward. On that idea, you'll see some incredible things by Riddick3 in regards to new, custom animations that will connect the original vision to our adaptation. We also have plans on upgrading a bunch of other features that exist in the multiplayer that just make sense to bring over to co-op, for the sake of completeness and respect. This new animation system has full support for pose parameters and aimlayers applied to the player model, meaning we can actually reflect where people are aiming (something you want in a multiplayer game) and more. The definitive proof comes from the animation system in place, which you'll see a huge showcase of just a few paragraphs down. It's a bold statement to say that the progress we've made as a team has already went ahead of the multiplayer component of this game. I hope everyone enjoys it just as much as we do! With this update, there are a bunch of visual upgrades that have been worked on, making it the exact type of reflective hype. Every time I do an update I'm excited, because if you look back at what was accomplished over the years you really get to see the amount of progress made. ![]()
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