43 std::vector<std::string>
TakeFailures() {
return std::move(_failures); }
51 _failures.push_back(std::format(
"{}: {}",
key,
entry.Reason));
57 std::vector<std::string> _failures;
116 return std::unexpected(
void operator()(Offset< T > &member, std::string_view key)
void operator()(Fn< Sig > &member, std::string_view key)
std::vector< std::string > TakeFailures()
MemberBinder(const GameDataLookup &lookup)
void operator()(Address &member, std::string_view key)
void operator()(VirtualFn< Sig > &member, std::string_view key)
static std::string Join(const std::vector< std::string > &parts, std::string_view delimiter)
Report player pawn moves through CBaseEntity::Teleport.
static std::string ReadFile(const std::filesystem::path &path)
std::function< GameDataLocation(GameDataSection sections, std::string_view name)> GameDataLookup
std::expected< void, Error > Status
VirtualFn< bool(EngineClient *, const CNetMessage *)> ProcessRespondCvarValue
Fn< void(CEntityInstance *, const char *)> StopSound
Fn< void(CEntityInstance *, const char *, CEntityInstance *, CEntityInstance *, void *)> AcceptInput
Fn< void(CEntityInstance *, CEntityKeyValues *)> DispatchSpawn
Fn< void(void *, int32_t, bool)> CustomHudSetInputCapture
Offset< int32_t > UserCmdNumber
VirtualFn< void(void *, bool)> RemoveAllItems
Offset< void > UserCmdProto
Fn< void(void *, int32_t, const CUtlString *, const CUtlString *, int32_t)> CustomHudSetHasClassForPlayer
VirtualFn< bool(EngineClient *, const CNetMessage *, NetChannelBufType_t)> SendNetMessage
Offset< int64_t > ClientSteamId
VirtualFn< void(EngineNavPhysics *, const Ray_t *, const Vector *, const Vector *, CTraceFilter *, CGameTrace *)> NavTraceShape
VirtualFn< void(CEntityInstance *, int)> ChangeTeam
VirtualFn< bool(INetworkMessageProcessingPreFilter *, const CNetMessage *, INetChannel *)> FilterMessage
Fn< void(void *, float, uint32_t, void *)> TerminateRound
Status Bind(const GameDataLookup &lookup)
std::vector< std::string > Failures
Fn< void(void *, CEntityInstance *, const char *, CEntityInstance *, CEntityInstance *, const void *, float, const void *, const void *)> AddEntityIOEvent
Offset< uint8_t > VisibilityRecipientSlot
VirtualFn< void(CEntityInstance *)> Respawn
Fn< void(void *, CEntityInstance *, CEntityInstance *, CEntityInstance *, const Vector *, const Vector *, float, int, int, void *)> BuildDamageInfo
Fn< void(void *, const CUtlString *, const CUtlString *, int32_t)> CustomHudSetHasClass
VirtualFn< void *(EngineMovementServices *, void *)> RunCommand
Fn< CEntityInstance *(const char *, int)> CreateEntityByName
Offset< void > ClientMessageFilter
Offset< void > ServerAddons
VirtualFn< bool(EngineWeaponServices *, CEntityInstance *, int)> SelectItem
Fn< int64_t(CEntityInstance *, void *, void *)> TakeDamage
Fn< void(CEntityInstance *, const char *)> SetModel
Offset< CGameEntitySystem * > GameEntitySystem
Fn< void(CNetworkGameServerBase *, EngineClient *)> ReplyConnection
Address LegacyGameEventListener
VirtualFn< void(CEntityInstance *, bool, bool)> CommitSuicide
Fn< bool(EngineWeaponServices *, CEntityInstance *, bool)> DropWeapon
Fn< void(void *, const CUtlString *, const CUtlString *, const CUtlString *)> CustomHudSetDialogVariable
VirtualFn< bool(EngineNavPhysics *, const Vector *, const Vector *, CTraceFilter *, CGameTrace *)> NavTraceLine
VirtualFn< void *(void *, const char *)> GiveNamedItem
Fn< void(void *, int32_t, const CUtlString *, const CUtlString *, const CUtlString *)> CustomHudSetDialogVariableForPlayer
static Error Engine(std::string detail)