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* Add Cbuf_AddText and Cbuf_Execute signatures. * Remove additional VGui stuff from dedicated statemachine. * Move signatures to their respective headers. * De-inline 'CHostState::FrameUpdate()' * Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
46 lines
1.4 KiB
C++
46 lines
1.4 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 <vgui/vgui_debugpanel.h>
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#include <vgui/vgui_baseui_interface.h>
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int HCEngineVGui_Paint(void* thisptr, PaintMode_t mode)
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{
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int result = CEngineVGui_Paint(thisptr, mode);
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static void* pCMatSystemSurface = ADDRESS(0x14D40B3B0).RCast<void* (*)()>();
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static auto fnRenderStart = ADDRESS(0x14053EFC0).RCast<void(*)(void*)>();
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static auto fnRenderEnd = ADDRESS(0x14053F1B0).RCast<void* (*)()>();
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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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fnRenderStart(pCMatSystemSurface);
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g_pLogSystem.Update();
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fnRenderEnd();
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}
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////
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void CEngineVGui_Attach()
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{
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//DetourAttach((LPVOID*)&CEngineVGui_Paint, &HCEngineVGui_Paint);
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}
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void CEngineVGui_Detach()
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{
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//DetourDetach((LPVOID*)&CEngineVGui_Paint, &HCEngineVGui_Paint);
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}
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///////////////////////////////////////////////////////////////////////////////
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