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Engine: reversed some CGame field names
Reversable thanks to the CInputSystem rebuild.
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@ -174,7 +174,7 @@ void CEngineAPI::PumpMessages()
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if (in_syncRT->GetBool())
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(*g_fnSyncRTWithIn)();
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g_pInputSystem->PollInputState(v_UIInputEventHandler);
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g_pInputSystem->PollInputState(UIEventDispatcher);
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g_pGame->DispatchAllStoredGameMessages();
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#endif // !DEDICATED
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}
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@ -45,8 +45,8 @@ private:
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int m_y;
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int m_width;
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int m_height;
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bool m_bUnk0;
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bool m_bUnk1;
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bool m_bPostedFirstAppEvent;
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bool m_bPostFirstAppEvent;
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bool m_bExternallySuppliedWindow;
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int m_iDesktopWidth;
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int m_iDesktopHeight;
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@ -55,6 +55,8 @@ enum InputEventType_t
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IE_ButtonDoubleClicked, // m_nData contains a ButtonCode_t
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IE_AnalogValueChanged, // m_nData contains an AnalogCode_t, m_nData2 contains the value
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IE_Unknown8 = 8, // Unknown what this is/does, its used in [r5apex.exe+0x297722] and [r5apex.exe+0x297ACD]
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IE_FirstSystemEvent = 100,
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IE_Quit = IE_FirstSystemEvent,
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IE_ControllerInserted, // m_nData contains the controller ID
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@ -86,7 +86,7 @@ inline void*(*CEngineVGui_RenderStart)(CMatSystemSurface* pMatSystemSurface);
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inline CMemory p_CEngineVGui_RenderEnd;
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inline void*(*CEngineVGui_RenderEnd)(void);
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inline InputEventCallback_t v_UIInputEventHandler = nullptr;
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inline InputEventCallback_t UIEventDispatcher = nullptr; // Points to 'CGame::DispatchInputEvent()'
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inline CEngineVGui* g_pEngineVGui = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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@ -97,7 +97,7 @@ class VEngineVGui : public IDetour
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LogFunAdr("CEngineVGui::Paint", p_CEngineVGui_Paint.GetPtr());
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LogFunAdr("CEngineVGui::RenderStart", p_CEngineVGui_RenderStart.GetPtr());
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LogFunAdr("CEngineVGui::RenderEnd", p_CEngineVGui_RenderEnd.GetPtr());
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LogFunAdr("UIInputEventHandler", reinterpret_cast<uintptr_t>(v_UIInputEventHandler));
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LogFunAdr("UIEventDispatcher", reinterpret_cast<uintptr_t>(UIEventDispatcher));
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LogVarAdr("g_pEngineVGui", reinterpret_cast<uintptr_t>(g_pEngineVGui));
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}
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virtual void GetFun(void) const
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@ -118,7 +118,7 @@ class VEngineVGui : public IDetour
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p_CEngineVGui_RenderEnd = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8B 0D ?? ?? ?? ?? C6 05 ?? ?? ?? ?? ?? 48 8B 01");
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CEngineVGui_RenderEnd = p_CEngineVGui_RenderEnd.RCast<void* (*)(void)>(); /*40 53 48 83 EC 20 48 8B 0D ?? ?? ?? ?? C6 05 ?? ?? ?? ?? ?? 48 8B 01*/
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g_GameDll.FindPatternSIMD("40 53 48 83 EC 40 48 63 01", v_UIInputEventHandler);
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g_GameDll.FindPatternSIMD("40 53 48 83 EC 40 48 63 01", UIEventDispatcher);
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}
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virtual void GetVar(void) const
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{
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