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(#2)\n\n* Too many things ...\r\n\r\n* Fix ZLIST, Clone actor prototype (need to find a way to make it 'alive')\r\n\r\n* ZActor & ZHM3Actor was disassembled and partial tested.\r\nZGEOM not fixed in few places but we need to test it too.\r\n\r\n* Reversed CTelePortList, ZEventBuffer\r\nAdded GetRootTM method to ZGEOM\r\nAdded correct RefRun structure declaration in REFTAB\r\nAdded PlayerTeleportWidget (Tools > Teleport)\r\n\r\n* ZRenderWintelD3D reversed partially (only data, vftable is not ready)\r\n\r\n* FreeFS patch & small refactoring\r\nHF| Added flag 'norestore' for VFHook (disable reconstruction of virtual table hook)\r\n\r\n* Oh, too many things again.\r\n1) CConfiguration: Added getter & setter for flag bSubtitles\r\n2) SceneViewer: Added print of object REF in preview\r\n3) ZCHAROBJ: Fixed SetText overload\r\n4) ZEngineDataBase: Added getter for scene variables\r\n5) ZEngineGeomControl: Added geom control subsystem (need to review members list)\r\n6) ZGEOM: Divide m_fieldC by two half fields (uint32 -> uint16 + uint16)\r\n7) ZLINEOBJ: Reversed class\r\n8) ZOSD: Reversed field m_field54 -> m_pSubtitles\r\n9) ZPrimControlWintel: Added docs & small fixes\r\n10) ZRenderDrawD3D: Partially reversed class\r\n11) ZRenderEntry: Base draft\r\n12) ZRenderEntryGeomD3D: Base draft\r\n13) ZRenderObject: draft\r\n14) ZRenderWintelD3D: Reversed small part of vftable\r\n15) ZScriptC: partially reversed\r\n16) ZTextureManagerD3D: fixed fwd declaration of ZDirect3DDevice\r\n17) ZWINOBJ: Fixed vftable for SetColor method (bad overload)\r\n18) Glacier/CMakeLists.txt: Added HF::Core as dependency for ZEngineDataBase (call vfunc by index)\r\n\r\n* 1) Reversed class CElevatorHouse\r\n2) Reversed class ZELEVATORBOUND\r\n3) Reversed enum EBoundingBox\r\n4) Reversed class ZHM3DialogControl\r\n5) Small fixes in ZLNKOBJ\r\n\r\n* 1) Reversed ZVCR class\r\n2) Added legal way to create own action\r\n3) Small refactoring\r\n4) Added helper functions to ZAction class (Show & Hide)\r\n\r\n* 1) Reversed few methods from ZOSD class\r\n\r\n* 1) Reversed CKeycardReader class with most useful API methods\r\n\r\n* Fix return type of the function\r\n\r\n* Reversed few things like COLI, loader sequence and added bugfix for FreeFS when unable to replace GMS because game calculating buffer size by different way and final buffer doesn't fit our uncompressed GMS\r\n\r\n* Try to fix fmt bug\r\n\r\n* Reversed ZCameraSpace class\r\n\r\n* Try to fix build (1)\r\n\r\n* Try to build (2): update fmt submodule\r\n\r\n* Try to fix build (3): use C++17 instead of C++20\r\n\r\n* Try to build (4): restore C++20\r\n\r\n* Try to fix build (5): check theory\r\n\r\n* Try to fix build (6): check theory again\r\n\r\n* Reversed ZDrawBuffer class\r\n\r\n* Fixed ZCameraSpace on-stack size. Added check for ZCAMERA pointer in operator=\r\n\r\n* Fixed few problems from ZCHAROBJ & ZWINOBJ. Added IRenderDelegate to provide access to write custom rendering things. Added patch for it. Reverted fmt submodule commit\r\n\r\n* Reversed ZFONT, ZTTFONT, ZKerningFont classes. Fixed scene patch (more data in arguments). Added method GetEntityLocator()in ZRenderEntry (to locate target entity)\r\n\r\n* HackingFramework:\r\n + RETN instruction shortcut\r\n\r\nGlacier:\r\n + CCom: class partially reversed\r\n + ZGEOM: Renamed ZBaseGeom to ZEntityLocator\r\n + ZItem: reversed member variable at +0x4C (lState)\r\n + ZProjectile: reversed base class, few vtable methods and CProjectileActivate help structure (part)\r\n + ZEngineDataBase: added method SRefToPtr (it's not same with ZGEOM::RefToPtr, ZGEOM uses GREF, ZEngineDataBase uses SREF)\r\n + ZGameStats: found two useful methods, not linked yet\r\n + ZOffsetAlloc: found base structue, not reversed fully\r\n + ZRenderEntry: few things found, need to complete class later\r\n\r\nBloodMoney:\r\n + CCheat: added helper class to provide few cheat things and fix 'Give some' original cheat (it's inherited from Hitman Contracts)\r\n + ZActor: fixed few arguments ot ZVector3 instead of array of float\r\n\r\nSandbox:\r\n + Added little example, need to remove it later\r\n\r\n* BloodMoney:\r\n + Reversed ZHM3WeaponUpgradeControl class\r\n + Added few methods to ZHM3ItemWeaponCustom class\r\n + Added details to ZHM3GameData (removed fake definition, used forward declaration)\r\n\r\nGlacier:\r\n + Added return type for CInventory::AddItem method (actually, that method returns pointer to added item)\r\n\r\n* Added ZWheelChairLock class, ZClothTracker and ZHM3BriefingControl. Also added few other things\r\n\r\n* Trying to understand how UI rendering works in the main menu (and in other menus too). Also, trying to understand how view and logic interact in UI subsystem.\r\n\r\nBloodMoney:\r\n + CMetalDetector: reversed member field with list of ZREF's to actors to notify on alert\r\n + PF4RunTime: added static factory method\r\n + IGUIElement: reversed base UI class\r\n + ZGUIBase: reversed few member methods\r\n + ZCONTROL: reversed base class of old UI subsystem\r\n + ZNavigator: reversed base class of navigator UI elements\r\n + ZWINOBJ: reversed member method GetTexture\r\n + ZHM3InventoryMenu: reversed (partially) class with inventory menu (cycle menu)\r\n + ZColorSet: reversed base class represents set of colors for UI element (normal, focus and disable colors)\r\n + ZActor: added constant id of alert message\r\n + ZUpgradeInfo: refactored class to use base class IGUIElement\r\n\r\nGlacier:\r\n + ZBOUND: added class, nothing interesting\r\n + ZActorHeroCheckInside: reversed class with few helper methods\r\n\r\n* Added enums and some fields are reconstructed\r\n\r\nBloodMoney:\r\n + ZNavigator: reversed few fields by readParams method\r\n + IGUIElement: reversed few enums and fields by readParams method\r\n\r\n* Reversed few core classes (ZLIGHT as base)\r\n\r\nGlacier:\r\n + Reversed ZLIGHT, ZOMNILIGHT, ZUSERLIGHT, ZSPOTLIGHT, ZSPOTLIGHTSQUARE, ZENVIRONMENT, ZGateLightOmni, ZGateLightSpot and ZGateLightSpotSquare\r\n + Reversed ZGameStats class\r\n\r\nBloodMoney:\r\n + Reversed method ZHM3MenuElements::GetGUIElement\r\n + Reversed class ZHM3GameStats\r\n\r\n* Reversed few things in ZCameraSpace\r\n\r\nGlacier:\r\n + ZCameraSpace: reversed method IsMain & GetViewport. Also, added default initializers to member variables (just to avoid problems in the future)\r\n\r\n* Reversed IGUIElement, IWindowInterface, ZComponentWindow and ZStandardWindow\r\n\r\n* Reversed CEVENTCONTROLLER class\r\nReversed ZGuardQuarterController class\r\nAdded few patches to listen ZGuardQuarterController instances\r\nAdded few debug things\r\n\r\n* Windows 7 support, disabled XInput2 linking in ImGui, and added ZScriptC creation for the cloned actor (#9)\r\n\r\n* Fixed support of Windows 7: disabled gamepad controls by default. Fixed HF framework current process handle detention. Also, added AI enabler but it's not fully completed\r\n\r\n* Reversed ZScheduledEvent, ZScheduledScript and ZScheduledUpdate subsystems. Fixed x-refs. Added getter for ZEngineDataBase and fixed internal member at 0x8C.\r\nAdded member functions for few places.\r\n\r\n* Fixed lost x-ref.\r\n\r\n* A cloned actor is alive. Now we can work with it as with a sample actor on the scene.\r\n\r\n* Code cleanup: some direct calls was moved to wrappers. Added more comments. Changed order of actor register in other subsystem. Added few member methods to ZEventBase, ZScriptC (CreateScript) and fixed few global pointers\r\n\r\n* Fixed bug when actor doesn't communicates with guards. Reversed another member of ZHM3GameData (location of actor communication ZREF and cover list component ZREF)\r\n\r\n* Reversed ZActorCommunication class. Recognized all member fields and one member function.\r\nRefactored usage of ZActorCommunication class (use ZREF in ZHM3GameData class instead of ScriptInterface function)\r\n\r\n* Reversed ZSetZDefine and temporary removed copy of options from original actor\r\n\r\n* Refactored D3D9 delegate to provide gizmos rendering.\r\nReconstructed few fields in ZHM3GameData (found which data placed in unknown lists and found player reference)\r\nAdded few tests in sandbox widget (bone dumper and etc)\r\nFixed naming in ZEntityLocator (field at 0x30 is vCenter)\r\nAdded few member fields in ZGEOM class\r\nFixed few arguments and return types in ZLNKOBJ class\r\nFixed arguments list in ZCAMERA::Proj2D\r\n\r\n* Reversed enum of silencer modifiers on custom weapons and method to apply this modification to gun.\r\n\r\n* Reversed few fields in ZHM3ItemTemplateWeapon\r\n\r\n* Added getter to GlobalCCom instance\r\n\r\n* Refactored gizmos renderer & refactored actors gizmo renderer.\r\nReversed ZDrawSurfaceD3D class.\r\n\r\n* Reversed enum EDamageType and few things in ZIKLNKOBJ class (return types).\r\n\r\n* Backup commit: just save temporary things to continue work in different place. Also, reversed enum EWeaponOperation to change weapon shoot mode.\r\n\r\n* Removed 'Launcher' project, added NVCPL.\r\nFixed input hook initialization code (used ZSysInput class hooks).\r\nZSysInterfaceWintel: marked HWND field (reversed from game code)\r\n\r\n* Unused code removed\r\n\r\n* Removed Launcher project, created NVCPL injector.\r\nReversed ZHM3Camera class and some other 'classes'.\r\nRefactored duplicate of ZEventBUffer class (removed class at Glacier's root folder).\r\nReversed ZCheatMenu class & added demo to add custom functions into that menu.\r\nFully rewritten & reversed input subsystem (in previous releases we made injection into WndProc, now we are using native game api in ZSysInput (InstallHandler method) and now we able to watch any device events)\r\n\r\n* Just another commit to check GitHub Actions\r\n\r\n* Added ZCAMERA methods (IsFogEnabled, SetFogEnabled).\r\nAdded GEOM type id dumper.","shortMessageHtmlLink":"Too many things ... 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