input + game console, symbol changes

playerKeys isn't working though :P
This commit is contained in:
m 2022-05-18 19:14:06 -05:00
parent ea18b53273
commit 92d90caa27
3 changed files with 20 additions and 16 deletions

View File

@ -391,7 +391,7 @@ namespace game_console
const auto width = (con.screen_max[0] - con.screen_min[0]) - 12.0f;
const auto height = ((con.screen_max[1] - con.screen_min[1]) - 32.0f) - 12.0f;
game::R_AddCmdDrawText("H1-Mod 1.4", 0x7FFFFFFF, console_font, x,
game::R_AddCmdDrawText("H1-Mod 1.15", 0x7FFFFFFF, console_font, x,
((height - 16.0f) + y) + console_font->pixelHeight, 1.0f, 1.0f, 0.0f, color_title, 0);
draw_output_scrollbar(x, y, width, height, output);
@ -586,7 +586,9 @@ namespace game_console
return false;
}
if (game::playerKeys[local_client_num].keys[game::keyNum_t::K_SHIFT].down)
const auto shift_down = game::playerKeys[local_client_num].keys[game::keyNum_t::K_SHIFT].down;
console::info("shift down? %d", shift_down);
if (shift_down)
{
if (!(*game::keyCatchers & 1))
toggle_console();
@ -721,14 +723,13 @@ namespace game_console
return;
}
//scheduler::loop(draw_console, scheduler::pipeline::renderer);
scheduler::loop(draw_console, scheduler::pipeline::renderer);
}
void post_unpack() override
{
scheduler::loop(draw_console, scheduler::pipeline::renderer);
if (game::environment::is_dedi())
{
return;
@ -797,4 +798,4 @@ namespace game_console
};
}
//REGISTER_COMPONENT(game_console::component)
REGISTER_COMPONENT(game_console::component)

View File

@ -16,9 +16,9 @@ namespace input
utils::hook::detour cl_char_event_hook;
utils::hook::detour cl_key_event_hook;
void cl_char_event_stub(const int local_client_num, const int key)
{
/*
if (ui_scripting::lui_running())
{
ui_scripting::notify("keypress",
@ -27,6 +27,7 @@ namespace input
{"key", game::Key_KeynumToString(key, 0, 1)},
});
}
*/
if (!game_console::console_char_event(local_client_num, key))
{
@ -38,6 +39,7 @@ namespace input
void cl_key_event_stub(const int local_client_num, const int key, const int down)
{
/*
if (ui_scripting::lui_running())
{
ui_scripting::notify(down ? "keydown" : "keyup",
@ -46,6 +48,7 @@ namespace input
{"key", game::Key_KeynumToString(key, 0, 1)},
});
}
*/
if (!game_console::console_key_event(local_client_num, key, down))
{
@ -72,4 +75,4 @@ namespace input
};
}
//REGISTER_COMPONENT(input::component)
REGISTER_COMPONENT(input::component)

View File

@ -48,7 +48,7 @@ namespace game
WEAK symbol<char*(const unsigned int weapon,
bool isAlternate, char* outputBuffer, int bufferLen)> CG_GetWeaponDisplayName{0x0, 0x0};
WEAK symbol<bool()> CL_IsCgameInitialized{0x0, 0x76A40};
WEAK symbol<bool()> CL_IsCgameInitialized{0x0, 0x33C640};
WEAK symbol<void(int a1)> CL_VirtualLobbyShutdown{0x0, 0x0};
WEAK symbol<void(int hash, const char* name, const char* buffer)> Dvar_SetCommand{0x0, 0x1857D0};
@ -69,7 +69,7 @@ namespace game
WEAK symbol<dvar_t*(int hash, const char* dvarName, const char* value,
unsigned int flags)> Dvar_RegisterString{0x0, 0x182AF0};
WEAK symbol<dvar_t*(int dvarName, const char* a2, float x, float y, float z,
float w, float min, float max, unsigned int flags)> Dvar_RegisterVec4{0x0, 0x0};
float w, float min, float max, unsigned int flags)> Dvar_RegisterVec4{0x0, 0x183010};
WEAK symbol<long long(const char* qpath, char** buffer)> FS_ReadFile{0x0, 0x0};
WEAK symbol<void(void* buffer)> FS_FreeFile{0x0, 0x0};
@ -111,9 +111,9 @@ namespace game
WEAK symbol<bool(const char* s, netadr_s* a)> NET_StringToAdr{0x0, 0x4F2150};
WEAK symbol<void(float x, float y, float width, float height, float s0, float t0, float s1, float t1,
float* color, Material* material)> R_AddCmdDrawStretchPic{0x0, 0x0};
float* color, Material* material)> R_AddCmdDrawStretchPic{0x0, 0x33B2B0};
WEAK symbol<Font_s* (const char* font, int size)> R_RegisterFont{0x0, 0x67F630};
WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x0, 0x0};
WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x0, 0x67F8F0};
WEAK symbol<int(void* font)> R_GetFontHeight{0x0, 0x67F710};
WEAK symbol<void* (int a1)> R_DrawSomething{0x0, 0x67ECE0};
WEAK symbol<void()> R_SyncRenderThread{0x0, 0x0};
@ -144,7 +144,7 @@ namespace game
WEAK symbol<unsigned int(int classnum, unsigned int entnum)> Scr_GetEntityId{0x0, 0x0};
WEAK symbol<int(unsigned int classnum, int entnum, int offset)> Scr_SetObjectField{0x0, 0x0};
WEAK symbol<ScreenPlacement* ()> ScrPlace_GetViewPlacement{0x0, 0x0};
WEAK symbol<ScreenPlacement* ()> ScrPlace_GetViewPlacement{0x0, 0x362840};
WEAK symbol<void(XAssetType type, void(__cdecl* func)(XAssetHeader, void*), const void* inData, bool includeOverride)>
DB_EnumXAssets_Internal{0x0, 0x0};
@ -181,7 +181,7 @@ namespace game
WEAK symbol<int(int clientNum)> SV_GetClientPing{0x0, 0x0};
WEAK symbol<playerState_s* (int num)> SV_GetPlayerstateForClientNum{0x0, 0x0};
WEAK symbol<void(int index, const char* string)> SV_SetConfigstring{0x0, 0x0};
WEAK symbol<bool()> SV_Loaded{0x0, 0x0};
WEAK symbol<bool()> SV_Loaded{0x0, 0x553970};
WEAK symbol<void(int clientNum, const char* reason)> SV_KickClientNum{0x0, 0x0};
WEAK symbol<bool(const char* map)> SV_MapExists{0x0, 0x0};
WEAK symbol<void(mp::client_t*, const char*, int)> SV_ExecuteClientCommand{0x0, 0x0};
@ -198,11 +198,11 @@ namespace game
WEAK symbol<bool(const char* path)> Sys_FileExists{0x0, 0x0};
WEAK symbol<const char* (const char*)> UI_GetMapDisplayName{0x0, 0x0};
WEAK symbol<const char* (const char*)> UI_GetGameTypeDisplayName{0x0, 0x0};
WEAK symbol<const char* (const char*)> UI_GetGameTypeDisplayName{0x0, 0x4DD8C0};
WEAK symbol<void(unsigned int localClientNum, const char** args)> UI_RunMenuScript{0x0, 0x0};
WEAK symbol<int(const char* text, int maxChars, Font_s* font, float scale)> UI_TextWidth{0x0, 0x0};
WEAK symbol<const char*(const char* string)> UI_SafeTranslateString{0x0, 0x0};
WEAK symbol<const char*(const char* string)> UI_SafeTranslateString{0x0, 0x4E8BC0};
WEAK symbol<void* (jmp_buf* Buf, int Value)> longjmp{0x0, 0x0};
WEAK symbol<int(jmp_buf* Buf)> _setjmp{0x0, 0x0};
@ -239,7 +239,7 @@ namespace game
WEAK symbol<const char*> g_assetNames{0x0, 0x0};
WEAK symbol<int> keyCatchers{0x0, 0x2EC82C4};
WEAK symbol<PlayerKeyState> playerKeys{0x0, 0x0};
WEAK symbol<PlayerKeyState> playerKeys{0x0, 0x2999D00};
WEAK symbol<SOCKET> query_socket{0x0, 0xC9DCD38};