implement savechar/loadchar on DCv2 and Xbox
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@@ -0,0 +1,39 @@
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push ebx
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jmp get_data_ptr
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get_data_ptr_ret:
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pop ebx
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# Copy part1 data into place
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mov eax, [ebx]
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mov eax, [eax]
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lea edx, [ebx + 8]
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mov ecx, 0x041C
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call memcpy
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# Copy part2 data into place, but retain the values of a few metadata fields
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# so the game won't think the file is corrupt
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mov eax, [ebx + 4]
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mov eax, [eax]
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push dword [eax + 0x04] # creation_timestamp
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push dword [eax + 0x08] # signature
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push dword [eax + 0x14] # save_count
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lea edx, [ebx + 0x0424]
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mov ecx, 0x23B8 # Intentionally skip the last 0xF0 bytes since they aren't populated by the server
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call memcpy
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mov eax, [ebx + 4]
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mov eax, [eax]
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pop dword [eax + 0x14] # save_count
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pop dword [eax + 0x08] # signature
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pop dword [eax + 0x04] # creation_timestamp
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mov eax, 1
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pop ebx
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ret
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memcpy:
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.include CopyData
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ret
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get_data_ptr:
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call get_data_ptr_ret
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