- cUI_Character (export) and cUI_Savegame draw inside the centred 1024x768 frame (viewport) with the render target beside it cleared black; the export screen's 3D heroes were stretched across the wide viewport, away from their labels and hit areas. - Export screen shows the game's erase button for an occupied slot and reloads the heroes after a delete. Overwriting was already the game's own path once clicks hit the right slot. - game/ui/control.h: shared show/hide for cUI_Control2. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
312 lines
20 KiB
Plaintext
312 lines
20 KiB
Plaintext
# Function names for sacred.exe (Sacred Gold 2.28), applied to the Ghidra
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# project by tools/rename.ps1. One "0xADDRESS Name" per line; "Class::Method"
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# names go into a class namespace. Keep in sync with src/game/addresses.h.
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# --- startup / engine core ---------------------------------------------------
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0x0066f1c0 Log
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0x00813140 CmdLineHasFlag
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0x0066e500 GetMouseClientPos
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0x008122a0 MainWindowProc
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0x00849701 __RTDynamicCast
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0x0084aa86 ToUpper
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# --- renderer ----------------------------------------------------------------
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0x00645390 DxDriver7::SetDisplayMode
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0x00645f70 DxDriver7::Flip
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0x00646f50 DxDriver7::BeginScene
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0x00646fd0 DxDriver7::EndScene
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0x006469d0 DxDriver7::LoadingScreen
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# --- kernel event queue ------------------------------------------------------
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0x00808490 Kernel_Instance
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0x00808930 cKernel::PostEvent # (event, flags, delayMs); key events (category 4) are queued
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0x008087b0 cKernel::DispatchQueued
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# --- engine (cEngine, vtable 0x88ff34) ---------------------------------------
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0x0060e3f0 cEngine::RenderThreadLoop
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0x0060f1d0 cEngine::Tick # per game tick (10 Hz): queued events, then hold-to-move orders
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0x00618130 cEngine::ReceiveEvent # vf00: offers events to the UI, then engine hotkeys (A, P, Q/W/E/R/B/Space, ^)
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0x00617360 cEngine::HandleMouseButton # click: pick object / walk to ground point
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0x006170d0 cEngine::SendCreatureOrder # (creature, cEvent_creature*): snaps ground targets, then creature->vf18
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0x00611f10 cEngine::UpdateCursorPick # per frame: object under the cursor
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0x00610650 cEngine::ScrollInput # arrow keys: walk object #2 or scroll the camera
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0x00613040 cEngine::UseActionSlot # hotkeys Q/W/E/R/B/Space
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0x00613710 cEngine::CaptureScreen # save-game thumbnail
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# --- objects / creatures -----------------------------------------------------
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0x005fe060 cObjectManager::GetObject # (id); manager at *0xad3bc0
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0x00603e90 cObjectManager::GetPlayerHero
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0x00546ed0 cCreature::IsWalking # state +0x150 == 1
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0x0052e400 cCreature::ReceiveOrder # vf18
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0x004fb620 cCreature::TraceToCursor # line trace from the creature to the cursor's world point (aiming)
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# --- mouse cursor (single instance) ------------------------------------------
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0x006550f0 MouseCursor_Instance
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0x00654e10 cMouseCursor::cMouseCursor
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0x00655670 cMouseCursor::SetPosition
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0x006559e0 cMouseCursor::GetX
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0x006559f0 cMouseCursor::GetY
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0x006559a0 cMouseCursor::GetPreviousPosition
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0x006555e0 cMouseCursor::DrawItem
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0x00655ab0 cMouseCursor::IsButtonHeld
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# --- world view (cWorldView0, vtable 0x8900f8) -------------------------------
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0x00624ae0 cWorldView0::SetupView
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0x00628210 cWorldView0::SetZoom
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0x006322b0 cWorldView0::Render
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0x0062a730 cWorldView0::UpdateCamera
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0x0062b000 cWorldView0::RenderTileRow # tiles + collects objects into the draw lists
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0x0062e580 cWorldView0::DrawObjects
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0x006300d0 cWorldView0::DrawObjects2
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0x00623c40 cWorldView0::WorldToScreen
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0x00623a20 cWorldView0::ScreenToView
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0x00626d30 cWorldView0::PickObjectAt # (screen x, y) -> object id
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0x00627260 cWorldView0::DrawObjectLabels # Alt
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0x006426a0 BuildOrthoMatrix
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# --- UI ----------------------------------------------------------------------
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0x00756820 UiManager_Instance # *0x17ecb3c
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0x00756940 cUI_Manager::ThreadLoop
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0x00757120 cUI_Manager::ReceiveEvent # vf00: UI hotkeys (C F H I L M N O S T)
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0x007587b0 cUI_Manager::Render
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0x0075a860 cUI_Manager::GetFocus
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0x0075a370 cUI_Manager::IsUiAtPoint
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0x0075bbf0 cUI_Manager::DrawStatusLine
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0x0075c200 cUI_Manager::DrawMessage
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0x00731d40 cUI_Window2::HitTest
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0x006dfb10 cUI_Taskbar2::HitTest
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0x006e1970 cUI_Taskbar2::HandleEvent # digit keys: 1-5 weapon sets, 6-0 combat-art slots
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0x006e1440 cUI_Taskbar2::SelectWeaponSet # digits 1-5
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0x006e17d0 cUI_Taskbar2::SelectSkillSlot # digits 6-0: right mouse button combat art
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0x006e3ac0 cUI_Taskbar2::Render
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0x006e7300 cUI_Tooltip::Render
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# cInventoryEntry (32 x 0x1180 in one block, see docs/skill-slots.md)
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0x005deb80 cInventoryManager::Instance # allocates 32 inventories (0x23008 bytes)
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0x005dec50 cInventoryManager::GetInventory # index * 0x1180
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0x005d7a10 cInventoryEntry::Construct
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0x005d7bf0 cInventoryEntry::Destruct
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0x005d7d30 cInventoryEntry::Clear # zeroes grid, weapon sets, art slots
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0x005d80e0 cInventoryEntry::ReplaceItemId # grid + weapon sets
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0x005d86c0 cInventoryEntry::GetWeaponSetItem # (set, hand)
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0x005d86f0 cInventoryEntry::SetWeaponSetItem # (set, hand, id, notify) -> network 299
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0x005d8930 cInventoryEntry::SetWeaponSet # (set, left, right, notify) -> network 300
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0x005d8be0 cInventoryEntry::TakeWeaponSetItem
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0x005d8d00 cInventoryEntry::GetWeaponSetItemPos
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0x005d9200 cInventoryEntry::SetArtVariant # 0x1162 bit 2: second art slot set (mounted?)
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0x005d93e0 cInventoryEntry::GetArtSlotType
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0x005d9420 cInventoryEntry::GetArtSlotRef
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0x005d9480 cInventoryEntry::SetArtSlot # -> network 0x129
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0x005d9680 cInventoryEntry::ClearArtSlot # -> network 0x12a
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0x005d9820 cInventoryEntry::SelectSlot # (slot, kind 0 weapons / 1 arts) -> +0xd58
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0x005d9b60 cInventoryEntry::GetSelectedSlot # (kind)
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0x005dd9f0 cInventoryEntry::Serialize # (stream, write)
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0x005de8a0 cInventoryEntry::FixInventory
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0x005da880 cInventoryEntry::GetPotionRef
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0x0043f630 ItemPotionKind # (ecx = item type table *0xaa9564, type): potion kind 1-5, 0 = none
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0x006e39e0 cUI_Taskbar2::RenderPotionSlots # 5 potion kinds, controls at +0x258 (stride 0xbc)
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0x005d9ec0 cInventoryEntry::PlaceItem # (cell, id, w, h, notify) -> network 0x13f; returns the item it replaced
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0x005da290 cInventoryEntry::GetItemAt # (cell, resolve covered cells)
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0x005da360 cInventoryEntry::CountItems
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0x005da390 cInventoryEntry::RemoveAt # (cell, notify) -> network 0x13e
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0x005da5f0 cInventoryEntry::RemoveItem # (id, notify)
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0x005dab60 cInventoryEntry::FindFreeSpace # (w, h, out cell, mode)
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0x005dac70 cInventoryEntry::FitsAt # (cell, w, h)
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0x005db670 cInventoryEntry::Sort # (mode): the inventory window's sort button, trader stock
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0x005dc3f0 cInventoryEntry::DrawItems # (renderer, flag)
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0x005dd530 cInventoryEntry::CellRect # (out rect, cell): 32x32 from the origin at +0x1164 / +0x1166
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0x0054a8f0 cCreature::UseItem # (id): event 0x10 to the item; used up -> RemoveItem + DestroyObject
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0x005fbe10 cObjectManager::DestroyObject # (id, 1, 0, 0)
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0x005ca9d0 cPotion3D::ReceiveEvent # vf18: drink effect, sets +0x14 bit 0x8000000 (used up)
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0x00613040 cEngine::UseActionSlot # (potion kind, ...): potion keys
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0x006c5f40 cUI_Inventory3::HandleEvent # sort button (+0x158) -> cInventoryEntry::Sort
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0x006c1210 cUI_InventoryTab::Render # grid origin (0, 0x188), DrawItems
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0x0057f750 SlotCountForLevel # table 0x95503c, max 5
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0x008110d0 GameWindowProc # in-game window procedure: keys (dead keys, modifiers 0x182cdec)
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0x005def60 cInventoryManager::Serialize # (stream, write, x): all 32 inventories, save games
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0x005d9450 cInventoryEntry::GetArtSlotData
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0x005de4e0 cInventoryEntry::CollectItemIds # grid items only
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0x0055fac0 cCreature::AssignArtToSlot # (art, slot), rejects slot > 4
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0x006046f0 ItemDataMgr::saveHero
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0x00605900 ItemDataMgr::loadHero
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0x006dffa0 cUI_Taskbar2::SetSlotCount # shows the first n slots of each row, n from SlotCountForLevel
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0x006e4ba0 cUI_Taskbar2::Layout # creates the slot controls and buttons
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0x006dfce0 cUI_Taskbar2::SkillSlotAt # (x, y, out slot)
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0x006dfd40 cUI_Taskbar2::WeaponSetAt # (x, y, out slot)
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0x006df9a0 cUI_Taskbar2::UpdateSlotHighlight
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0x006e2790 cUI_Taskbar2::RenderWeaponSets
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0x006e31e0 cUI_Taskbar2::RenderArtSlots
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0x006e4310 cUI_Taskbar2::UpdateTooltips
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0x0081c020 Options::CombineSlots # COMBINE_SLOTS: weapon set also selects the art slot
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# combat arts
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0x0052e400 cCreature::ReceiveOrder # vf18; order 0x105 (use art) at 0x52fc58
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0x006170d0 cEngine::SendCreatureOrder
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0x005521e0 cCreature::ResolveArtId # art variant for the creature class (+0x10)
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0x00580cb0 cArtCooldowns::IsReady # (art): cooldown <= 0.01
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0x00548ef0 cCreature::IsAlive
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0x004d1930 CombatMoveDef::Find # (id) -> g_combatMoveDefs entry
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0x004d2150 SpellDef::Find # (id) -> g_spellDefs entry
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0x004d1a20 CombatMoveDef::UsableMounted # flags +0x74
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0x004d23e0 SpellDef::UsableMounted # flags +0x90
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0x0094ddb0 g_combatMoveDefs # 95 x 0x78: id +0, icon name +0xc, target type +0x4c
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0x00950a38 g_spellDefs # 71 x 0x94: id +0, icon name +0xc, target type u16 +0x3c
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0x0095503c g_slotCountByLevel # (level, slots) u16 pairs
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0x009ed058 g_taskbarSlotColors
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0x00ad23c8 g_inventoryManager
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0x00ad3bc0 g_objectManager
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0x0051d680 cCreature::IsValidArtTarget # (pick, launch type): can the art be used on the picked object
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0x0051d670 NormalizeArtId
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0x00548f20 cCreature::IsAlly # (object id)
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0x00548e70 cCreature::IsEnemy # (object id)
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0x00611f10 cEngine::UpdateCursorPick # cursor target for the selected art
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0x00548060 cCreature::ChooseAiArt # monsters: art per creature class
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0x00582c10 cCreatureArts::AddEffect # (kind, value, factor, duration, art, notify, ...): active effects at +0x11a
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0x00539ce0 cCreature::StartArtCooldown # AddEffect(0x22, ...)
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0x004feef0 cCreature::ArtCastEffect # per-art effect of using an art (switch on art id)
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0x005fbaa0 cObjectManager::CreateAt # (type, position, ...): object placed in the world
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0x005fb590 cObjectManager::Create # (type, 0, 0, 0) -> id; loadHero creates items with it
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0x005fb040 cObjectManager::Allocate
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0x004514d0 ObjectFactory::Create # (class, ...)
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0x005fcd10 cObjectManager::Place # (id, position); refuses dead objects (+0x14 & 0x10)
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0x00602d70 cObjectManager::Load # objects from a save stream
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0x005a0980 cObjectFX::Construct
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0x005a37b0 cObjectFX::ReceiveEvent # vf18; cEventFX 0x42 attaches it to an owner
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0x0041e0a0 cEventFX::Construct
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0x009eaee0 g_uiAtlasEntries # 0x54 each: texture +0, uv +4..+0x10; indexed by icon id (art icons, 3 per art)
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0x009ed030 g_uiTaskbarSlotBackground # atlas entry: slot control background
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0x009ed084 g_uiTaskbarSlotBackgroundSelected
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0x009f7f14 g_uiTaskbarArtFrame # atlas entry: frame over an art slot
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0x009f4be4 g_uiTaskbarArtFrameSelected
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0x009f5d9c g_uiTaskbarArtFrameDropTarget # while dragging an art
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0x00581c00 cArtCooldowns::Find # (art) -> entry index (also an art's variants); count if none
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0x005829c0 cCreatureArts::HasEffectOfArt # (art): any active effect of the art (+0x1c)
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0x00553840 cCreatureArts::FindEffectByKind # (kind) -> entry or null
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0x00582710 cCreatureArts::RegenFor # (art) -> regeneration amount (float)
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0x00562330 cCreatureArts::AddGroupRegen # (amount, group, filter): adds to every cooldown entry of the group
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0x00536f20 cCreature::DistanceTo # (object id)
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0x00ad1c60 g_nearbyCreatures # {object id, ?} x g_nearbyCreatureCount, creatures near the player
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0x00ad1b48 g_nearbyCreatureCount
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0x0049a090 cDialogManager::Answer # (owner, answer): cEvent_creature 0x10c to all heroes (ends the dialog lock); answers < 100000 -> quest script 0x46bd80
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0x006e7120 cUI_Tooltip::HandleEvent # dialog answers: click on an entry (+0x2188 list) -> hide, cDialogManager::Answer
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0x0075a870 cUI_Manager::TooltipCreate # a panel from the pool at +0x124
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0x00756ba0 cUI_Manager::HandleEsc
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0x00731ee0 cUI_Control2::ClearFlags # (flags): bit 0 = visible (hide)
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0x00aaaf00 g_dialogManager
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0x006360e0 cRecordCache::Get # map at +0xde5c, LRU (see docs/performance.md)
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# Character panel, points (docs/respec.md)
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0x006a5dd0 cUI_StatisticsChar::HandleEvent
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0x006a9be0 cUI_StatisticsChar::Render
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0x006ac120 cUI_StatisticsChar::Layout
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0x00580d50 cCreatureArts::RaiseAttribute # (row): + of the attribute panel
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0x005a03a0 cCreatureArts::AddAttributePoints # (index, delta), index 7 = free points
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0x00582280 cCreatureArts::SkillIdAt # (row)
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0x005822c0 cCreatureArts::SkillLevelAt # (row, boughtOnly)
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0x00582360 cCreatureArts::AddSkillLevels # (row, delta, spendFreePoints)
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0x00580f30 cCreatureArts::ChoosableSkills # (out[8]) -> count
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0x00580fe0 cCreatureArts::ChooseSkill # (skill id)
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0x00579560 cCreatureArts::Recalculate # (0, 1) after point changes
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0x0072af90 cUI_Button::Render
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0x006ac8b0 cUI_Chest::Render # vf14: DrawItems on window +0x158 (inventory 0x11)
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0x006acc70 cUI_Chest::HandleEvent # vf10: grid clicks via +0x158; Shift+click -> MoveItem(0x11, hero)
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0x005dec80 cInventoryManager::MoveItem # (from, to, id, ?): into free space of `to`
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0x0060d5e0 cEngine::~cEngine
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0x006ac7f0 cUI_Chest::cUI_Chest
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0x00728ed0 cUI_TabSheet::cUI_TabSheet # (name, rect, parent, 5), ret 0x18
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0x007290d0 cUI_TabSheet::AddTab # (text id, page), ret 8
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0x007290b0 cUI_TabSheet::SetMode
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0x007291d0 cUI_TabSheet::SetActive
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0x007291f0 cUI_TabSheet::GetActive
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0x00729210 cUI_TabSheet::Layout # headers in a row above the sheet
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0x00729000 cUI_TabSheet::HandleEvent
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0x00729080 cUI_TabSheet::Render
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0x007278f0 cUI_TabControl::cUI_TabControl
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0x007286e0 cUI_TabControl::AddTab
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0x00728af0 cUI_TabControl::SetActive # hides the old page, shows the new (vf24)
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0x00728090 cUI_TabControl::Render
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0x006728c0 TextManager_Instance
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0x00672f70 TextManager::GetText # (id) -> {begin, end, cap} wide string
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0x008485e2 operator_new
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0x00727120 cUI_Window2::AddControl
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0x0043f5f0 ItemIsConsumable # (type): class 9 (potion) or 0x1c (rune)
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0x006d54e0 cUI_MasterLotto::HandleEvent # rune master: 4 rune slots
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0x00655710 cMouseCursor::SetItem # (descriptor, 0,0,0, 1f,1f,-32,-32), ret 0x20
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0x006e6560 cUI_Tooltip::~cUI_Tooltip
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0x006d3d50 cUI_MasterLotto::UpdateChoice # after slot changes: arrows, chosen rune (+0x7b4)
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0x006d3fd0 cUI_MasterLotto::doLottoSelect # (hero type, 0 prev / 1 next / 2 keep), ret 8
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0x006d42a0 cUI_MasterLotto::Buy
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0x006d4390 cUI_MasterLotto::Refresh # (char), ret 4
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0x006d3ce0 cUI_MasterLotto::TryPay # (pay): gold >= price[runes]; pays if pay
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0x006d3c90 cUI_MasterLotto::RuneCount
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0x006d4180 cUI_MasterLotto::RandomRune # (hero type or 0), ret 4
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0x006d4720 cUI_MasterLotto::Render
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0x0057fc40 cCreatureArts::AddGold # (amount; negative pays)
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0x006d5d90 cUI_Button::SetColours # (colour set) -> +0x54..+0x60, ret 4
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0x0044a420 cItemBase::GetName # wide text of the type's name id (or +0x3c)
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0x004ec3a0 cCreature::UpdateCollect # mode 0xc; substate 0 searches rings of cells (cmp edi,-20 at 0x4ec8c6)
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0x004ec170 cCreature::CanCollectItem # (item object), ret 4; pickup filter, no distance check
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0x00592ef0 WideString_Append # thiscall (first, last, 0), ret 0xc; {begin,end,cap}
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0x00589270 cCreatureArts::ArtTooltip # (art, text*, flag), ret 0xc
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0x004ae330 cInterpretSQW::Teleporter # script: adds the portal bit (hero +0x578), posts busy dialog mode 5/6
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0x00720180 cUI_BusyDlg::SetMode # (mode, a, b), ret 0xc; 5 = known portals
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0x00720c10 cUI_BusyDlg::HandleEvent # UI event 0x39 to DEFAULT_BUSYDLG, +8 == 2: SetMode(+0xc)
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0x0054d840 cCreature::Teleport # (x, y, 0, 1), ret 0x10
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0x00553080 cEvent_UI::cEvent_UI # (type, target, sender, a..f), ret 0x24
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0x00428700 cItemTypeTable::NameText # (type), ret 4: text id of the type's name (+0x20)
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0x0054a8f0 cCreature::UseItem # (id), ret 4: event 0x10 to the item, removes it if used up
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0x00581290 cCreatureArts::SetCombo # (index, arts[4], levels[4], id), ret 0x10: fills a combo, computes its total
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0x005818e0 cCreatureArts::ComboChargeFraction # (index) -> charge / total, max 1
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0x00581920 cCreatureArts::IsComboReady # (index): total <= charge
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0x005819a0 cCreatureArts::FindCombo # (id) -> index, 4 if none
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0x00581410 cCreatureArts::ComboTooltip # (index, text, mode)
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0x004d2970 FindComboDef # (0x200..0x204) -> 0x30-byte entry at 0x953348
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# --- movement (WASD direction movement, 2026-10-18) ---------------------------
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0x00594110 cCreature::Update # (u8), ret 4; ~40/s: walks the path (+0x2ed) into g_creatureNewPosition, Place
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0x00593c50 cCreature::CanStepTo # (x, y, position*), ret 0xc; refuses an unwalkable other cell; side effects
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0x004f7b20 cCreature::IsCellWalkable # (cell position*), ret 4; read-only
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0x00593290 cCreature::BlendToAnimation # (anim, duration, speed, scale): Granny cross-fade
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0x0054e540 cCreature::ResetToIdle # (notify, any level): idle animation, action 0 phase 1, pending 0 (weapon class change)
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0x00622570 MapPosition_Init # {u16 area, x, y, u8 level}
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0x00622590 MapPosition_Set # from (area, x, y, level)
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0x006225c0 MapPosition_ToCell # world units -> cells (/ 53.66563)
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0x00ad2368 g_creatureNewPosition # MapPosition the walk step computes before Place
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0x0065f010 cTextureCache::Get # (id): loads on demand, touches the LRU
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# --- UI edit control ---------------------------------------------------------
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0x00737ae0 cUI_EditControl::Render # vf14, ret 4; returns at once while hidden
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0x007372b0 cUI_EditControl::HandleEvent # vf10
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0x00546df0 cCreature::WeaponClass # (0) -> motion set index
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0x004dbaa0 cCreature::ContactDistance # (other): mean of the body radii
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0x00537430 cCreature::Think # vf04 (float elapsed), ret 4; ~every 110 ms: pending action (+0xfc), then the action's handler
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0x004ede70 cCreature::StartPendingWalk # (): pending walk (+0xfc 2) -> action 1, params +0x100 -> +0x154
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0x004f45b0 cCreature::WalkAction # (): walk action handler; phase 0 plans the path, facing, animation
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# --- statistics / survival bonus (2026-10-18) ----------------------------------
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0x00425160 cStatsManager::Instance # cdecl (player id, ignored) -> record at 0xaa3518
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0x00424930 cStatsManager::AddTime # (float s, alive): play time (+0x56f8 h, +0x56fc min, +0x5700 ms), survival +0x570c ms
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0x004245a0 cStatsManager::OnHeroDeath # deaths +0x56f4 += 1, survival time = 0
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0x004245c0 cStatsManager::Deaths
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0x00424520 cStatsManager::SurvivalSeconds # +0x570c / 1000
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0x00424540 cStatsManager::SetSurvivalSeconds # (s), ret 4
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0x00424560 cStatsManager::CountSpawn # +0x5710 u16 (random spawns near the hero, 0x45ff50)
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0x00424ce0 cStatsManager::Serialize # (stream, write): ends with magic 0xF00DF00D; survival time not included
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0x00565c30 DiminishingCurve # (min, x, half, max): 0 below 1, else min + 2(max-min)(1 - 1/((x-1)/half + 1))
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0x006046f0 ItemDataMgr::saveHero # 0x22c header + 0x40 block (+0 deaths, +8 survival s, +0xc spawns)
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0x00605900 ItemDataMgr::loadHero
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0x00672fd0 TextManager::GetTextByKey # (key string): id = hash 0x80e010
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0x0080e010 TextKeyHash # h = (h*113 + toupper(c)) % 999999991, & 0x7fffffff
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0x00565f30 cCreatureArts::ApplySkill # (skill, level, describe out, ...), ret 0x18: skill effects, or their text
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0x00565c80 cCreatureArts::ApplySkillToArts # (arts[], start, level, half, limit, attack, out, nameText), ret 0x20
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0x0054a110 cCreature::HoldsRangedWeapon # Geschick instead of Stärke for physical damage
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0x004d1c50 CombatMoveDef::LinkedSpell # spell id whose values the combat move uses, 0 if none
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0x0043ac50 TypeTable::CreatureRecord # (type), ret 4: class record (+0x16: 16 skill ids)
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0x006e6630 cUI_Tooltip::FormatText # (char), ret 4: copies +0x115c to +0x2168, wraps at 45 chars with flag 0x80
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0x006e6ae0 cUI_Tooltip::SetText # (textId, text*, fixedWidth), ret 0xc
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0x006e7730 cUI_Tooltip::Layout # measures the text, width = longest line + 8 unless flag 0x100
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0x0075ac70 cUI_Manager::ShowTooltip # (x, y, text, ?, flags, show)
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# Character selection / export screen (src/mods/charexport.cpp)
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0x0070c760 cUI_Character::SetMode # (mode), ret 4: +0x390 (4 selection, 5 export, 6 overwrite confirm)
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0x0070c440 cUI_Character::SelectSlot # (char slot, -1 none), ret 4
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0x0070d0f0 cUI_Character::ExecuteAction # (action, slot, extra), ret 0xc: 6 export into slot, 9 export (confirm if occupied)
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0x0070e650 cUI_Character::OnConfirmButton # the right-hand button (Exportieren, ...)
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0x007f01a0 HeroSlots_DeleteHero # (slot + 1), thiscall on 0x7d7c40(), ret 4: deletes Save\Hero%02d.pax
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0x00731e70 cUI_Control2::SetFlags # (flags), ret 4: bit 0 = visible (show)
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