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Rename symbols
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@ -19,13 +19,13 @@ extern EngineParms_t* g_pEngineParms;
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/* ==== HOST ============================================================================================================================================================ */
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inline CMemory p_Host_Init;
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inline auto Host_Init = p_Host_Init.RCast<void* (*)(bool* bDedicated)>();
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inline auto v_Host_Init = p_Host_Init.RCast<void* (*)(bool* bDedicated)>();
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inline CMemory p_Host_NewGame;
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inline auto Host_NewGame = p_Host_NewGame.RCast<bool (*)(char* pszMapName, char* pszMapGroup, bool bLoadGame, char bBackground, LARGE_INTEGER PerformanceCount)>();
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inline auto v_Host_NewGame = p_Host_NewGame.RCast<bool (*)(char* pszMapName, char* pszMapGroup, bool bLoadGame, char bBackground, LARGE_INTEGER PerformanceCount)>();
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inline CMemory p_Host_ChangeLevel;
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inline auto Host_ChangeLevel = p_Host_ChangeLevel.RCast<bool (*)(bool bLoadFromSavedGame, const char* pszMapName, const char* pszMapGroup)>();
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inline auto v_Host_ChangeLevel = p_Host_ChangeLevel.RCast<bool (*)(bool bLoadFromSavedGame, const char* pszMapName, const char* pszMapGroup)>();
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inline CMemory p_Host_Status_PrintClient;
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inline auto v_Host_Status_PrintClient = p_Host_Status_PrintClient.RCast<void (*)(CClient* client, bool bShowAddress, void (*print) (const char* fmt, ...))>();
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@ -73,9 +73,9 @@ class VHostCmd : public IDetour
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p_DFS_InitializeFeatureFlagDefinitions = g_GameDll.FindPatternSIMD("48 8B C4 55 53 48 8D 68 E8");
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v_DFS_InitializeFeatureFlagDefinitions = p_DFS_InitializeFeatureFlagDefinitions.RCast<bool (*)(const char*)>(); /*48 8B C4 55 53 48 8D 68 E8*/
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#endif // !(GAMEDLL_S0) || !(GAMEDLL_S1) || !(GAMEDLL_S2)
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Host_Init = p_Host_Init.RCast<void* (*)(bool*)>(); /*48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 54 41 55 41 56 41 57 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B D9*/
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Host_NewGame = p_Host_NewGame.RCast<bool (*)(char*, char*, bool, char, LARGE_INTEGER)>(); /*48 8B C4 ?? 41 54 41 55 48 81 EC 70 04 00 00 F2 0F 10 05 ?? ?? ?? 0B*/
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Host_ChangeLevel = p_Host_ChangeLevel.RCast<bool (*)(bool, const char*, const char*)>(); /*40 56 57 41 56 48 81 EC ?? ?? ?? ??*/
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v_Host_Init = p_Host_Init.RCast<void* (*)(bool*)>(); /*48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 54 41 55 41 56 41 57 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B D9*/
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v_Host_NewGame = p_Host_NewGame.RCast<bool (*)(char*, char*, bool, char, LARGE_INTEGER)>(); /*48 8B C4 ?? 41 54 41 55 48 81 EC 70 04 00 00 F2 0F 10 05 ?? ?? ?? 0B*/
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v_Host_ChangeLevel = p_Host_ChangeLevel.RCast<bool (*)(bool, const char*, const char*)>(); /*40 56 57 41 56 48 81 EC ?? ?? ?? ??*/
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v_Host_Status_PrintClient = p_Host_Status_PrintClient.RCast<void (*)(CClient*, bool, void (*) (const char*, ...))>();
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v_SetLaunchOptions = p_SetLaunchOptions.RCast<int (*)(const CCommand&)>(); /*48 89 5C 24 ?? 48 89 6C 24 ?? 57 48 83 EC 20 48 8B 1D ?? ?? ?? ?? 48 8B E9 48 85 DB*/
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}
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@ -377,7 +377,7 @@ void CHostState::State_NewGame(void)
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#ifndef CLIENT_DLL
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if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
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|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
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|| !v_Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
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#ifndef DEDICATED
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@ -406,7 +406,7 @@ void CHostState::State_ChangeLevelSP(void)
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if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
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{
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Host_ChangeLevel(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
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v_Host_ChangeLevel(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
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}
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else
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{
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@ -438,7 +438,7 @@ void CHostState::State_ChangeLevelMP(void)
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#ifndef DEDICATED
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g_pEngineVGui->EnabledProgressBarForNextLoad();
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#endif // !DEDICATED
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Host_ChangeLevel(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
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v_Host_ChangeLevel(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
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}
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else
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{
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@ -14,10 +14,10 @@
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//-----------------------------------------------------------------------------
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// Write masks
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//-----------------------------------------------------------------------------
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class CBitWriteMasksInit
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class CBitWriteMasks
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{
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public:
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CBitWriteMasksInit()
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CBitWriteMasks()
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{
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for (unsigned int startbit = 0; startbit < 32; startbit++)
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{
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@ -41,11 +41,10 @@ public:
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// Precalculated bit masks for WriteUBitLong. Using these tables instead of
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// doing the calculations gives a 33% speedup in WriteUBitLong.
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unsigned long m_BitWriteMasks[32][33];
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unsigned long m_ExtraMasks[33]; // (1 << i) - 1
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unsigned long m_LittleBits[32];
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unsigned long m_ExtraMasks[33]; // (1 << i) - 1
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};
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static CBitWriteMasksInit s_BitWriteMasks;
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static CBitWriteMasks s_BitWriteMasks;
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//-----------------------------------------------------------------------------
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