Original plan was to use lists of signatures, and hardcode indexes for known games. It turns out there is extra data we need to store per game - the existing object map (granted it's contents can be reduced), and in ue4 we may want to hardcode offsets like the console scrollback (which isn't a uproperty). New approach is to keep a struct (rather than a dict) per game, and just pick an arbitrary one for unknown games.
Closes #120 .
Original plan was to use lists of signatures, and hardcode indexes for known games. It turns out there is extra data we need to store per game - the existing object map (granted it's contents can be reduced), and in ue4 we may want to hardcode offsets like the console scrollback (which isn't a uproperty). New approach is to keep a struct (rather than a dict) per game, and just pick an arbitrary one for unknown games.