sp addresses
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d680ad2b5d
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@ -503,7 +503,7 @@ namespace dvars
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dvar_register_string_hook.create(SELECT_VALUE(0x4197E0_b, 0x182BD0_b), &dvar_register_string);
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dvar_register_vector2_hook.create(SELECT_VALUE(0x4198C0_b, 0x182CB0_b), &dvar_register_vector2);
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dvar_register_vector3_hook.create(SELECT_VALUE(0x419A00_b, 0x182DB0_b), &dvar_register_vector3);
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dvar_register_enum_hook.create(SELECT_VALUE(0x0, 0x182700_b), &dvar_register_enum);
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dvar_register_enum_hook.create(SELECT_VALUE(0x419500_b, 0x182700_b), &dvar_register_enum);
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if (!game::environment::is_sp())
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{
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@ -69,8 +69,8 @@ namespace renderer
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dvars::r_fullbright = dvars::register_int("r_fullbright", 0, 0, 4, game::DVAR_FLAG_SAVED, "Toggles rendering without lighting");
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r_init_draw_method_hook.create(SELECT_VALUE(0x0, 0x669580_b), &r_init_draw_method_stub);
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r_update_front_end_dvar_options_hook.create(SELECT_VALUE(0x0, 0x6A78C0_b), &r_update_front_end_dvar_options_stub);
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r_init_draw_method_hook.create(SELECT_VALUE(0x5467E0_b, 0x669580_b), &r_init_draw_method_stub);
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r_update_front_end_dvar_options_hook.create(SELECT_VALUE(0x583560_b, 0x6A78C0_b), &r_update_front_end_dvar_options_stub);
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// use "saved" flags
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dvars::override::register_enum("r_normalMap", game::DVAR_FLAG_SAVED);
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@ -71,7 +71,7 @@ namespace game
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WEAK symbol<void(int hash, const char* name, const char* buffer)> Dvar_SetCommand{0x41BAD0, 0x1857D0};
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WEAK symbol<dvar_t*(const char* name)> Dvar_FindVar{0x41A600, 0x183EB0};
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WEAK symbol<void(const dvar_t* dvar)> Dvar_ClearModified{0x0, 0x183D50};
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WEAK symbol<void(const dvar_t* dvar)> Dvar_ClearModified{0x41A4F0, 0x183D50};
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WEAK symbol<void(char* buffer, int index)> Dvar_GetCombinedString{0x3A7D60, 0x4EA020};
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WEAK symbol<const char*(dvar_t* dvar, bool is_hashed, dvar_value value)> Dvar_ValueToString{0x41CE00, 0x187000};
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WEAK symbol<void(dvar_t* dvar, DvarSetSource source)> Dvar_Reset{0x41B5F0, 0x185390};
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@ -135,7 +135,7 @@ namespace game
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WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x55C7A0, 0x67F8F0};
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WEAK symbol<int(void* font)> R_GetFontHeight{0x55C5C0, 0x67F710};
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WEAK symbol<void*(int a1)> R_GetSomething{0x55BB90, 0x67ECE0};
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WEAK symbol<void()> R_SyncRenderThread{0x0, 0x6A78C0};
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WEAK symbol<void()> R_SyncRenderThread{0x582F30, 0x6A78C0};
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WEAK symbol<void*(const char* text, int maxChars, void* font, int fontHeight, float x,
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float y, float xScale, float yScale, float rotation, float* color,
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int style, int cursor_pos, char cursor_char,
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@ -247,7 +247,7 @@ namespace game
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WEAK symbol<scrVmPub_t> scr_VmPub{0xC3F4E20, 0xB7AE3C0};
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WEAK symbol<function_stack_t> scr_function_stack{0xC4015C0, 0xB7B8940};
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WEAK symbol<GfxDrawMethod_s> gfxDrawMethod{0x0, 0xE9213F0};
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WEAK symbol<GfxDrawMethod_s> gfxDrawMethod{0xF7530B0, 0xE9213F0};
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WEAK symbol<int> dvarCount{0xC90E550, 0x2999C34};
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WEAK symbol<dvar_t> dvarPool{0xC90E560, 0x344DF20};
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