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https://github.com/JezuzLizard/T4SP-Server-Plugin.git
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added caller addr to detour
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@ -95,8 +95,9 @@ namespace test
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}
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}
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unsigned int __stdcall scr_getentityid_call(game::scriptInstance_t inst, game::classNum_e classnum, unsigned int clientnum, unsigned int entnum)
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unsigned int __stdcall scr_getentityid_call(void* caller_addr, game::scriptInstance_t inst, game::classNum_e classnum, unsigned int clientnum, unsigned int entnum)
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{
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printf("scr_getentityid_call: called from %p\n", caller_addr);
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// minhook allocated space for the original asm, we want to execute that instead because the original gamecode has the jump from the detour
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return game::Scr_GetEntityId(inst, entnum, classnum, clientnum, scr_getentityid_hook.get_original());
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}
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@ -116,6 +117,8 @@ namespace test
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push clientnum;
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push classnum;
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push inst;
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mov eax, [ebp + 4]; // caller address! where did we get called from?
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push eax;
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call scr_getentityid_call;
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// we made this a __stdcall, so we dont need to clean up stack
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