Add hook 5 (loadModelFromFileAsync), combatlog stub, framecrash vtable hooks, marker assets
Hook 5 intercepts loadModelFromFileAsync (0x71d4e0) to synchronously load M2 model data for fake in-memory file contexts. processLoadedModelData returns 1 and entities are created, but file context cleanup is currently skipped (leaks 0x60 bytes per load) due to a crash in the cleanup path, and there's a later EIP=0 crash during the game main loop that needs investigation. Also adds: combatlog module stub, framecrash anchor vtable hooks (GetRelativeTo and GetWidth/GetHeight crash guards), embedded Raid_UI_FX model assets with skins and textures, WU_XYZ debug model.
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@@ -13,6 +13,8 @@ pub fn build(b: *std.Build) void {
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const enable_interact = b.option(bool, "interact", "Enable interact module") orelse true;
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const enable_outline = b.option(bool, "outline", "Enable outline module") orelse true;
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const enable_markers = b.option(bool, "markers", "Enable markers module") orelse true;
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const enable_framecrash = b.option(bool, "framecrash", "Enable framecrash fix") orelse true;
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const enable_combatlog = b.option(bool, "combatlog", "Enable combat log freshness") orelse true;
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// Create build options module
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const build_options = b.addOptions();
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@@ -20,6 +22,8 @@ pub fn build(b: *std.Build) void {
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build_options.addOption(bool, "enable_interact", enable_interact);
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build_options.addOption(bool, "enable_outline", enable_outline);
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build_options.addOption(bool, "enable_markers", enable_markers);
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build_options.addOption(bool, "enable_framecrash", enable_framecrash);
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build_options.addOption(bool, "enable_combatlog", enable_combatlog);
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const build_options_module = build_options.createModule();
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const hook_mod = b.dependency("hook", .{
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@@ -47,18 +51,22 @@ pub fn build(b: *std.Build) void {
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const build_all_step = b.step("all-variants", "Build all DLL variants");
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// Helper to create a single-module build
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inline for (&[_]struct { name: []const u8, screenshot: bool, interact: bool, outline: bool, markers: bool }{
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.{ .name = "full", .screenshot = true, .interact = true, .outline = true, .markers = true },
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.{ .name = "screenshot", .screenshot = true, .interact = false, .outline = false, .markers = false },
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.{ .name = "interact", .screenshot = false, .interact = true, .outline = false, .markers = false },
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.{ .name = "outline", .screenshot = false, .interact = false, .outline = true, .markers = false },
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.{ .name = "markers", .screenshot = false, .interact = false, .outline = false, .markers = true },
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inline for (&[_]struct { name: []const u8, screenshot: bool, interact: bool, outline: bool, markers: bool, framecrash: bool, combatlog: bool }{
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.{ .name = "full", .screenshot = true, .interact = true, .outline = true, .markers = true, .framecrash = true, .combatlog = true },
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.{ .name = "screenshot", .screenshot = true, .interact = false, .outline = false, .markers = false, .framecrash = true, .combatlog = true },
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.{ .name = "interact", .screenshot = false, .interact = true, .outline = false, .markers = false, .framecrash = true, .combatlog = true },
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.{ .name = "outline", .screenshot = false, .interact = false, .outline = true, .markers = false, .framecrash = true, .combatlog = true },
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.{ .name = "markers", .screenshot = false, .interact = false, .outline = false, .markers = true, .framecrash = true, .combatlog = true },
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.{ .name = "framecrash", .screenshot = false, .interact = false, .outline = false, .markers = false, .framecrash = true, .combatlog = false },
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.{ .name = "combatlog", .screenshot = false, .interact = false, .outline = false, .markers = false, .framecrash = false, .combatlog = true },
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}) |variant| {
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const opts = b.addOptions();
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opts.addOption(bool, "enable_screenshot", variant.screenshot);
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opts.addOption(bool, "enable_interact", variant.interact);
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opts.addOption(bool, "enable_outline", variant.outline);
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opts.addOption(bool, "enable_markers", variant.markers);
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opts.addOption(bool, "enable_framecrash", variant.framecrash);
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opts.addOption(bool, "enable_combatlog", variant.combatlog);
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const variant_lib = b.addLibrary(.{
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.name = variant.name,
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