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Finding buried treasure

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Is This HO Host Online?</title>
<script>
function checkHostStatus(
btn
) {
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<div id="host1">
<button onclick="checkServerStatus(this, 'http://94.10.224.155:11775/')">theTwister</button>
<p></p>
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using TagTool.Cache;
using TagTool.Serialization;
using TagTool.TagDefinitions;
using TagTool.TagGroups;
using static TagTool.Commands.ArgumentParser;
@twist84
twist84 / ModuleWeapon.cpp
Last active May 12, 2017 14:11
WeaponOffset
#include "ModuleWeapon.hpp"
#include "../ElDorito.hpp"
#include "../Blam/BlamNetwork.hpp"
#include "../Blam/BlamObjects.hpp"
#include "../Blam/Math/RealVector3D.hpp"
#include "../Blam/Tags/Items/Weapon.hpp"
namespace
{
bool VariableWeaponOffsetIUpdate(const std::vector<std::string>& Arguments, std::string& returnInfo)
[173.625][I]: Process 'Build 'Quake3'' started
[173.962][I]: Platform: Found definition of cpu 'ppc' in platform 'Xbox360' (519 instructions, 4121 registers)
[174.085][I]: ImageLib: Loaded export library with 9 images and 2686 exports
[174.087][I]: Platform: Platform 'Xbox360' loaded
[174.087][I]: Library: Registered platform 'Xbox360' loaded from 'xenon_decompiler'
[179.939][I]: Image: Loaded project from 'D:\\Games\\Consoles\\X360\\Homebrew\\Quake_3\\Quake3.pdi'
[181.444][I]: Decompile: Image compressed 31881552->2013260 bytes
[183.291][I]: CodeGen: Generated file 'image.cpp', 0 blocks, 0 instructions
[183.292][I]: CodeGen: Image entry address set to 0x82180978
[183.293][I]: CodeGen: Image load address set to 0x82000000
@twist84
twist84 / Havok Timings in Halo Online
Last active November 21, 2017 19:05
Skyrim INI/HAVOK
fMaxPickTimeDebug = 0.0599999987; { 0x01916C98, 0x050D2E8C }
fMaxPickTimeDebugVATS = 0.6000000238; { 0x0043F010, 0x018BAF68, 0x018BAFD8, 0x01943630, 0x01947EB0, 0x0194A718, 0x0194AF80, 0x019A66BC, 0x019A67D0, 0x019A6938, 0x019A6988, 0x019A699C, 0x019A6A68, 0x019A6AB4, 0x019A6B00, 0x019A6B4C, 0x019A6B98, 0x019A6BE4, 0x019A6C30, 0x019A6C7C, 0x019A6CC8, 0x019A6D14, 0x019A6D60, 0x019A6DAC, 0x019A6DF8, 0x019A6E90, 0x019A6F68, 0x019A6F74, 0x019A6F94, 0x019A6FC0, 0x019A700C, 0x019A7020, 0x019A7028, 0x0244F9AC }
fMaxPickTimeVATS = 0.0299999993; { 0x018BB17C, 0x01943620, 0x01989A30, 0x04B47AA0, 0x04B5A8A0, 0x04B77AA0 }
fMaxTime = 0.0166666675; { 0x018B475C, 0x04B23144, 0x04B23228, 0x057DF090 }
fMaxTimeComplex = 0.0333333351; { 0x01914BA4, 0x050FAA84, 0x057DF084 }
fOD = 0.8999999762; { 0x018BB1FC, 0x0194BCCC, 0x019A673C, 0x019A6740, 0x019A6884, 0x019A69C4, 0x019A6E84, 0x019A6EB8, 0x019A6EBC, 0x04B1E918 }
fSD = 0.9800000191; { 0x480933A0 }
fSE = 0.3000000119; { 0x0043F294, 0x018ECE30, 0x018ECE54, 0x018ECE84, 0x018ECE88,
@twist84
twist84 / Blam\Tags\Models\RenderModel.hpp
Created November 16, 2017 19:43
RenderModel `mode` definition for ElDewrito
#pragma once
#include "../Tags.hpp"
#include "../../Text/StringID.hpp"
#include "../../Math/Bounds.hpp"
#include "../../Math/RealPlane3D.hpp"
#include "../../Math/RealPoint3D.hpp"
#include "../../Math/RealQuaternion.hpp"
#include "../../Math/RealVector3D.hpp"
namespace Blam::Tags::Models
{
"supported_weapons": [
{ "name": "energy_sword", "tagname": "objects\\weapons\\melee\\energy_blade\\energy_blade" },
{ "name": "energy_sword_hilt", "tagname": "objects\\weapons\\melee\\energy_blade\\energy_blade_useless" },
{ "name": "gravity_hammer", "tagname": "objects\\weapons\\melee\\gravity_hammer\\gravity_hammer" },
{ "name": "flag", "tagname": "objects\\weapons\\multiplayer\\flag\\flag" },
{ "name": "oddball", "tagname": "objects\\weapons\\multiplayer\\ball\\ball" },
{ "name": "assault_bomb", "tagname": "objects\\weapons\\multiplayer\\assault_bomb\\assault_bomb" },
@twist84
twist84 / _README.md
Created January 2, 2018 08:12 — forked from shaunlebron/_README.md
Direct3D9 Wrapper DLL

In response to a StackOverflow question:

This is code to build a Direct3D wrapper DLL, intercepting all calls to Direct3D interface functions so that you can draw your own objects to display over the game. Just plop the DLL into the same folder as the game's executable, and it should load it as if it were the real d3d9.dll file. It still forwards all calls to the real one in system32, just allows stuff to happen in between. original stackoverflow answer

#include "LoadingScreen.hpp"
#include "../Patch.hpp"
#include "../ElDorito.hpp"
#include "../Blam/BlamTypes.hpp"
#include "../Console.hpp"
using namespace Patches::LoadingScreen;
namespace