void Q3h::initHook() { // Qvm DO_HOOK(VM_LoadQVM, "VM_LoadQVM"); DO_HOOK(VM_Free, "VM_Free"); DO_HOOK(VM_CallCompiled, "VM_CallCompiled"); this->RE_AddRefEntityToScene = (RE_AddRefEntityToScene_t *)getSymbol(NULL, "RE_AddRefEntityToScene")->st_value; DO_HOOK(CL_CgameSystemCalls, "CL_CgameSystemCalls"); //this->cl = (clientActive_t *)getSymbol(NULL, "cl")->st_value; // Render //DO_HOOK(RE_RenderScene, "RE_RenderScene"); //this->CM_BoxTrace = (CM_BoxTrace_t *)getSymbol(NULL, "CM_BoxTrace")->st_value; //this->R_LerpTag = (R_LerpTag_t *)getSymbol(NULL, "R_LerpTag")->st_value; //this->R_GetModelByHandle = (R_GetModelByHandle_t *)getSymbol(NULL, "R_GetModelByHandle")->st_value; //this->RE_RegisterShader = (RE_RegisterShader_t *)getSymbol(NULL, "RE_RegisterShader")->st_value; //this->R_GetShaderByHandle = (R_GetShaderByHandle_t *)getSymbol(NULL, "R_GetShaderByHandle")->st_value; //this->CM_TransformedBoxTrace = (CM_TransformedBoxTrace_t *)getSymbol(NULL, "CM_TransformedBoxTrace")->st_value; //this->CM_TempBoxModel = (CM_TempBoxModel_t *)getSymbol(NULL, "CM_TempBoxModel")->st_value; //this->CM_InlineModel = (CM_InlineModel_t *)getSymbol(NULL, "CM_InlineModel")->st_value; // Client //this->Cbuf_ExecuteText = (Cbuf_ExecuteText_t *)getSymbol(NULL, "Cbuf_ExecuteText")->st_value; //this->Key_IsDown = (Key_IsDown_t *)getSymbol(NULL, "Key_IsDown")->st_value; }