r5sdk/r5dev/engine/gl_screen.cpp
Amos 8079e0ed4c Heavy cleanup for CHostState methods and signatures
* 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
2022-02-19 02:31:16 +01:00

30 lines
1.1 KiB
C++

//=====================================================================================//
//
// Purpose: Master for refresh, status bar, console, chat, notify, etc.
//
// $NoKeywords: $
//=====================================================================================//
#include <core/stdafx.h>
#include <engine/sys_dll.h>
#include <engine/gl_screen.h>
#include <vgui/vgui_baseui_interface.h>
//-----------------------------------------------------------------------------
// Purpose: finished loading
//-----------------------------------------------------------------------------
void SCR_EndLoadingPlaque(void)
{
if (*scr_drawloading)
{
*scr_engineevent_loadingstarted = 0;
using HideLoadingPlaqueFn = void(*)(void*);
(*reinterpret_cast<HideLoadingPlaqueFn**>(g_pEngineVGui))[36](g_pEngineVGui); // (*((void(__fastcall**)(void**))g_CEngineVGui + 36))(&g_CEngineVGui);// HideLoadingPlaque
}
else if (*gfExtendedError)
{
using ShowErrorMessageFn = void(*)(void*);
(*reinterpret_cast<ShowErrorMessageFn**>(g_pEngineVGui))[35](g_pEngineVGui); // (*((void(__fastcall**)(void**))g_CEngineVGui + 35))(&g_CEngineVGui);// ShowErrorMessage
}
}