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Disable RTTI

 
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paul44
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Joined: 20 Jul 2017
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PostPosted: Sat Aug 31, 2024 4:17 am    Post subject: Disable RTTI Reply with quote

I'm currently looking at SC Blacklist. This is an UE game, and i can collect the structnames already. "Unforntunately", CE also kicks in and uses - i assume - its RTTI routine to collect them structnames... which kinda clashes with the UE names.

So: can this feature disabled, by whatever "means" ? Meaning: renaming/editing a lua files; or - just came up as i'm writing here - use an earlier version ?
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Dark Byte
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PostPosted: Sat Aug 31, 2024 7:30 am    Post subject: Reply with quote

register a StructureDissectOverride
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paul44
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Joined: 20 Jul 2017
Posts: 206

PostPosted: Mon Sep 02, 2024 11:33 am    Post subject: autoguess... Reply with quote

Implementing that is quite some work, for something i rarely do/need (in most cases). In the mean time, i did some experimenting and i can solve the issue by just looping through the element list and update its description (once the struct got created)...

I did some work a couple of years back on this feature, but evt dropped it because - overall - CE's autoguess does a far better job then whatever i could cook up, so... left it there and then.

Ptractical: what I normally do with the 'NameLookup' is:
a. create struct (which also gives me the structname)
b. expand all defined & undef ptrs
c. collapse... and presto: all ptrs with know structnames are filled in !

That said: is it possible to use that function, let CE take_care/create (= autoguess) elements I do NOT want to handle and let me/my_routine take care of the elements - in this particular case 'vtPointer' - I DO am interested in ?
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