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Client Context is main game structure used in game, houses large amount of game data. Game primarily accesses through thread-local storage. Function to access from within game thread is
GW::GameContext* GetClientContext()
{
void*** thread_local_storage = reinterpret_cast<void***>(__readfsdword(0x2C));
return reinterpret_cast<GW::GameContext*>(thread_local_storage[0][1]);
}Outside of gamethread, is accessed through the "BasePointer" as known in earlier API's, is more accurately a thread context.
Base structure for all entitys that exist in the game. Child classes include Character Agent, Item Agent, and Gadget Agent.