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Properly place PC_LATENCY_PING marker
Call once we peeked a message.
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@ -161,7 +161,25 @@ void CEngineAPI::VSetStartupInfo(CEngineAPI* pEngineAPI, StartupInfo_t* pStartup
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void CEngineAPI::PumpMessages()
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{
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#ifndef DEDICATED
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GFX_SetLatencyMarker(D3D11Device(), PC_LATENCY_PING);
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// Message pump partially rebuild from the engine, this has to be done here
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// as we need to call the LATENCY_PING marker once we wee a message.
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MSG msg;
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bool ping = false;
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while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessageW(&msg);
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if (!ping)
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ping = true;
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}
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if (ping)
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GFX_SetLatencyMarker(D3D11Device(), PC_LATENCY_PING);
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// Run original, note that the message peek logic has been moved to this
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// function!!!
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CEngineAPI_PumpMessages();
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#endif // !DEDICATED
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}
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@ -218,6 +236,7 @@ void VSys_Dll2::Attach() const
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{
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DetourAttach(&CEngineAPI_Init, &CEngineAPI::VInit);
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DetourAttach(&CEngineAPI_ModInit, &CEngineAPI::VModInit);
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DetourAttach(&CEngineAPI_PumpMessages, &CEngineAPI::PumpMessages);
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DetourAttach(&CEngineAPI_MainLoop, &CEngineAPI::MainLoop);
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DetourAttach(&v_CEngineAPI_SetStartupInfo, &CEngineAPI::VSetStartupInfo);
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}
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@ -226,6 +245,7 @@ void VSys_Dll2::Detach() const
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{
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DetourDetach(&CEngineAPI_Init, &CEngineAPI::VInit);
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DetourDetach(&CEngineAPI_ModInit, &CEngineAPI::VModInit);
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DetourDetach(&CEngineAPI_PumpMessages, &CEngineAPI::PumpMessages);
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DetourDetach(&CEngineAPI_MainLoop, &CEngineAPI::MainLoop);
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DetourDetach(&v_CEngineAPI_SetStartupInfo, &CEngineAPI::VSetStartupInfo);
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}
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