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.
Markers: client-side world object system using CreateGameObject. Places
M2 models at arbitrary world positions via Lua commands (/mark test,
/mark pos). Includes embedded addon, xyz.m2/blp assets served from DLL
memory, position helpers from unit movement struct, and object lifecycle
management (create, cleanup, reposition, alpha, animation).
Framecrash: stub module with reference to crash at 0x007A2452.
Console: debug output via AllocConsole/WriteConsoleA, compiles out
entirely in non-Debug builds. Used by markers and file serve logging.
Build: markers added to feature flag matrix and all-variants step.
Main: conditional markers import, Lua function registration, embedded
addon + asset file serving, console init/deinit lifecycle.
Outline README: added misc planned features and debug mode notes.
- Each module (outline, interact, screenshot) now has its own addon/
subdir with .toc, .lua, and Bindings.xml
- Core WeirdUtils addon lives in src/core/addon/
- build.zig supports compile-time feature gating via -D options
- main.zig uses build_options for conditional imports and addon embedding
- Module addons only load when their module is compiled in
- 'zig build all-variants' produces full.dll + 3 single-module DLLs