The dummy device technique (Direct3DCreate9 + CreateDevice) corrupted the
d3d9 proxy's internal state when run on the main rendering thread, causing
model rendering to update at ~10fps while camera remained smooth.
Replace dummy device with direct vtable read from the game's existing
device via GxDevice global (0xC0ED38 + 0x38A8), sourced from UnitXP_SP3.
Also defer D3D9 hook installation until first rendered frame (triggered
from renderDrawDetour) to guarantee the device exists, and add
forceD24S8IfNeeded() in EndScene to force a Reset with D24S8 stencil
format since the deferred install misses the initial device Reset.
Other changes carried from prior session:
- model_hook.zig: native thiscall/naked detours (thunks eliminated)
- tracker.zig: tracked_obj_count made pub
classifyModel no longer calls resolveModelOwner (which dereferenced
unknown memory at model+0x3C0/+0x28 and crashed on terrain/doodad
models). Instead, scanObjects stores validated object pointers from
the object manager, and classifyModel compares model back-pointer
values against that known set — no pointer dereferencing beyond the
model struct itself.
Port the model outline hook system (CM2SceneRenderDraw, ManageRenderListNode,
DrawBatchProjected) from the C++ idris DLL to pure Zig. Includes D3D9 vtable
hooks for stencil-based outline rendering with per-category colors and thickness.
Fix GetObjectByGUID calling convention: was using fastcall (ECX/EDX) but Ghidra
confirms it's __stdcall with stack params and RET 8. Fix lua_pushcclosure address
from 0x6F3B80 (mid-body of another function) to 0x6F3920.
Guard resolveModelOwner in DrawBatchProj with hasTargets() check and cache unit
model status during ManageRenderListNode to avoid raw pointer chasing at render
time. Add IsBadReadPtr validation in resolveModelOwner to match C++ IsValidReadPtr
pattern for page-level memory safety.
Add InteractNearest() and LootAllCorpses() as registered Lua C functions,
ported from the standalone interact DLL. Uses the existing Lua protection
bypass instead of NOP-padding trampolines.
- interact.zig: game API wrappers, object scanning, loot queue with
SceneEnd hook for per-frame processing
- Bindings.xml: keybinding definitions loaded via LoadUIBindingsFromFile
(called explicitly since our virtual addon bypasses LoadAddonRecursive)
- Lua addon: BINDING_HEADER_WEIRDUTILS, Interact() wrapper, /wu interact
PNG encoder: replace literals-only fixed Huffman with stb-style LZ77
matching. Hash-table chain depth scales with compression level (1-9),
giving a smooth tradeoff from fast/light to slow/best. Lazy matching
cancels a match if the next position finds a longer one. Falls back
to store blocks if compressed output is larger than raw.
Screenshot: move hook install from loadScriptFunctionsDetour to
engineInitDetour (GameEngine_MainInitialize at 0x46a400) so it fires
after all DLL_PROCESS_ATTACH hooks. Restore original CTgaFile::Write
prologue before hooking to avoid chaining through UnitXP. Capture
compression level at enqueue time so each queued shot reflects the
quality setting at the moment it was taken. Counter uses hex suffix
(0-F, max 16/sec) and resets each second.