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