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Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
//===========================================================================//
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//
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// Purpose: Implements all the functions exported by the GameUI dll.
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//
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// $NoKeywords: $
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//===========================================================================//
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#include <core/stdafx.h>
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#include <tier1/cvar.h>
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#include <engine/sys_utils.h>
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#include <vgui/vgui_debugpanel.h>
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#include <vgui/vgui_baseui_interface.h>
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#include <vguimatsurface/MatSystemSurface.h>
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEngineVGui::Paint(CEngineVGui* thisptr, PaintMode_t mode)
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{
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int result = CEngineVGui__Paint(thisptr, mode);
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if (/*mode == PaintMode_t::PAINT_UIPANELS ||*/ mode == PaintMode_t::PAINT_INGAMEPANELS) // Render in-main menu and in-game.
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{
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g_TextOverlay.Update();
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}
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////
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void VEngineVGui::Detour(const bool bAttach) const
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{
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DetourSetup(&CEngineVGui__Paint, &CEngineVGui::Paint, bAttach);
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}
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///////////////////////////////////////////////////////////////////////////////
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