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.
This commit is contained in:
MarcelineVQ
2026-02-27 16:47:42 -08:00
parent fe1bfdedb8
commit a8ebe21b0d
34 changed files with 1351 additions and 20 deletions
+2
View File
@@ -1,4 +1,5 @@
const hook = @import("hook");
const con = @import("../console.zig");
const WINAPI = @import("std").builtin.CallingConvention.winapi;
extern "kernel32" fn GetTickCount() callconv(WINAPI) u32;
@@ -400,6 +401,7 @@ fn callOriginalSceneEnd(device: u32) void {
// =============================================================================
pub fn installHooks() void {
con.print("[interact] Module loaded\n");
// SceneEnd — per-frame loot queue processing
// Uses thunk: __fastcall(ECX=device, EDX) → cdecl(device, edx)
if (scene_end_hook.prepare(Offsets.ADDR_SceneEnd, 9, &.{})) {