Merge pull request #90 from GEEKiDoS/develop
Fix 461 weapon loading, add vision file lookup function
This commit is contained in:
commit
219c8f4004
@ -8,6 +8,26 @@ namespace Components
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int Zones::FxEffectIndex;
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int Zones::FxEffectIndex;
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char* Zones::FxEffectStrings[64];
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char* Zones::FxEffectStrings[64];
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static std::unordered_map<std::string, std::string> vision_replace_list = {
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{ "511","r_glow" },
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{ "516","r_glowRadius0" },
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{ "512","r_glowBloomCutoff" },
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{ "513","r_glowBloomDesaturation" },
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{ "514","r_glowBloomIntensity0" },
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{ "520","r_filmEnable" },
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{ "522","r_filmContrast" },
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{ "521","r_filmBrightness" },
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{ "523","r_filmDesaturation" },
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{ "524","r_filmDesaturationDark" },
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{ "525","r_filmInvert" },
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{ "526","r_filmLightTint" },
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{ "527","r_filmMediumTint" },
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{ "528","r_filmDarkTint" },
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{ "529","r_primaryLightUseTweaks" },
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{ "530","r_primaryLightTweakDiffuseStrength" },
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{ "531","r_primaryLightTweakSpecularStrength" },
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};
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Game::XAssetType currentAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
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Game::XAssetType currentAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
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Game::XAssetType previousAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
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Game::XAssetType previousAssetType = Game::XAssetType::ASSET_TYPE_INVALID;
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@ -223,30 +243,20 @@ namespace Components
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int size = 3112;
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int size = 3112;
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if (Zones::ZoneVersion >= 318)
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if (Zones::ZoneVersion >= 461)
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{
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size = 4124;
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else if (Zones::ZoneVersion >= 460)
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size = 4120;
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else if (Zones::ZoneVersion >= 365)
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size = 3124;
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else if (Zones::ZoneVersion >= 359)
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size = 3120;
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else if (Zones::ZoneVersion >= 332)
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size = 3068;
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else if (Zones::ZoneVersion >= 318)
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size = 3156;
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size = 3156;
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if (Zones::ZoneVersion >= 332)
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int offsetShift = (Zones::ZoneVersion >= 461) ? 4 : 0;
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{
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size = 3068; // We didn't adapt that, but who the fuck cares!
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if (Zones::ZoneVersion >= 359)
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{
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size = 3120;
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if (Zones::ZoneVersion >= 365)
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{
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size = 3124;
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if (Zones::ZoneVersion >= 460)
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{
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size = 4120;
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}
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}
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}
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}
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}
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// and do the stuff
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// and do the stuff
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Game::Load_Stream(true, varWeaponCompleteDef, size);
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Game::Load_Stream(true, varWeaponCompleteDef, size);
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@ -270,7 +280,7 @@ namespace Components
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if (Zones::ZoneVersion >= 359)
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if (Zones::ZoneVersion >= 359)
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{
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{
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auto count = (Zones::Version() == 460) ? 52 : 56;
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auto count = (Zones::Version() >= 460) ? 52 : 56;
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for (int offset = 20; offset <= count; offset += 4)
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for (int offset = 20; offset <= count; offset += 4)
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{
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{
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*Game::varXModelPtr = reinterpret_cast<Game::XModel**>(varWeaponCompleteDef + offset);
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*Game::varXModelPtr = reinterpret_cast<Game::XModel**>(varWeaponCompleteDef + offset);
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@ -299,7 +309,7 @@ namespace Components
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if (Zones::ZoneVersion >= 359)
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if (Zones::ZoneVersion >= 359)
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{
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{
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auto stringCount = (Zones::Version() == 460) ? 62 : 52;
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auto stringCount = (Zones::Version() >= 460) ? 62 : 52;
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auto arraySize = stringCount * 4;
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auto arraySize = stringCount * 4;
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// 236
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// 236
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@ -395,8 +405,8 @@ namespace Components
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// 980
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// 980
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if (Zones::ZoneVersion >= 359)
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if (Zones::ZoneVersion >= 359)
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{
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{
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auto offset = (Zones::Version() == 460) ? 1476 : 916;
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auto offset = (Zones::Version() >= 460) ? 1476 : 916;
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auto count = (Zones::Version() == 460) ? 57 : 52;
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auto count = (Zones::Version() >= 461) ? 58 : (Zones::Version() >= 460) ? 57 : 52;
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// 53 soundalias name references; up to and including 1124
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// 53 soundalias name references; up to and including 1124
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for (int i = 0; i < count; ++i, offset += 4)
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for (int i = 0; i < count; ++i, offset += 4)
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@ -809,7 +819,7 @@ namespace Components
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void* vec2 = Game::DB_AllocStreamPos(3);
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void* vec2 = Game::DB_AllocStreamPos(3);
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3204) = vec2;
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3204) = vec2;
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776));
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776 + offsetShift));
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}
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}
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3200);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3200);
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@ -820,7 +830,7 @@ namespace Components
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void* vec2 = Game::DB_AllocStreamPos(3);
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void* vec2 = Game::DB_AllocStreamPos(3);
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3208) = vec2;
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3208) = vec2;
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778));
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778 + offsetShift));
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}
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}
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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@ -868,22 +878,22 @@ namespace Components
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if (Zones::Version() >= 460)
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if (Zones::Version() >= 460)
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{
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{
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3288);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3288 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3292);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3292 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3324);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3324 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3328);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3328 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3484);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3484 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3488);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3488 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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@ -929,37 +939,37 @@ namespace Components
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if (Zones::Version() >= 460)
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if (Zones::Version() >= 460)
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{
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{
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3492);
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3492 + offsetShift);
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Game::Load_TracerDefPtr(false);
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Game::Load_TracerDefPtr(false);
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3496);
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3496 + offsetShift);
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Game::Load_TracerDefPtr(false);
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Game::Load_TracerDefPtr(false);
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3500);
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*Game::varTracerDefPtr = reinterpret_cast<Game::TracerDef * *>(varWeaponCompleteDef + 3500 + offsetShift);
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Game::Load_TracerDefPtr(false);
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Game::Load_TracerDefPtr(false);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3528);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3528 + offsetShift);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); // 2848
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name); // 2848
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*Game::varFxEffectDefHandle = reinterpret_cast<Game::FxEffectDef * *>(varWeaponCompleteDef + 3532);
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*Game::varFxEffectDefHandle = reinterpret_cast<Game::FxEffectDef * *>(varWeaponCompleteDef + 3532 + offsetShift);
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Game::Load_FxEffectDefHandle(false);
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Game::Load_FxEffectDefHandle(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3536);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3536 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3552);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3552 + offsetShift);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3556);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3556 + offsetShift);
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Game::Load_snd_alias_list_nameArray(false, 4);
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Game::Load_snd_alias_list_nameArray(false, 4);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3572);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3572 + offsetShift);
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Game::Load_snd_alias_list_nameArray(false, 4);
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Game::Load_snd_alias_list_nameArray(false, 4);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3588);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3588 + offsetShift);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3592);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + 3592 + offsetShift);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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@ -1023,7 +1033,7 @@ namespace Components
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if (Zones::Version() >= 460)
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if (Zones::Version() >= 460)
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{
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{
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for (int i = 0, offset = 3660; i < 6; ++i, offset += 4)
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for (int i = 0, offset = 3660 + offsetShift; i < 6; ++i, offset += 4)
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{
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{
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + offset);
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*Game::varsnd_alias_list_name = reinterpret_cast<Game::snd_alias_list_t * *>(varWeaponCompleteDef + offset);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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Game::Load_SndAliasCustom(*Game::varsnd_alias_list_name);
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@ -1058,25 +1068,25 @@ namespace Components
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if (Zones::Version() >= 460)
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if (Zones::Version() >= 460)
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{
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{
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3712);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3712 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3728);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3728 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3732);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3732 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3740);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3740 + offsetShift);
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Game::Load_MaterialHandle(false);
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Game::Load_MaterialHandle(false);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3744);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3744 + offsetShift);
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Game::Load_MaterialHandle(false);
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Game::Load_MaterialHandle(false);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3748);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3748 + offsetShift);
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Game::Load_MaterialHandle(false);
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Game::Load_MaterialHandle(false);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3752);
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*Game::varMaterialHandle = reinterpret_cast<Game::Material * *>(varWeaponCompleteDef + 3752 + offsetShift);
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Game::Load_MaterialHandle(false);
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Game::Load_MaterialHandle(false);
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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@ -1127,35 +1137,35 @@ namespace Components
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if (Zones::Version() >= 460)
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if (Zones::Version() >= 460)
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{
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{
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if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3780) == -1)
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if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3780 + offsetShift) == -1)
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{
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{
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void* vec2 = Game::DB_AllocStreamPos(3);
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void* vec2 = Game::DB_AllocStreamPos(3);
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3780) = vec2;
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3780 + offsetShift) = vec2;
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776));
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3776 + offsetShift));
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}
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}
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if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3784) == -1)
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if (*reinterpret_cast<DWORD*>(varWeaponCompleteDef + 3784 + offsetShift) == -1)
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{
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{
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void* vec2 = Game::DB_AllocStreamPos(3);
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void* vec2 = Game::DB_AllocStreamPos(3);
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3784) = vec2;
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*reinterpret_cast<void**>(varWeaponCompleteDef + 3784 + offsetShift) = vec2;
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778));
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Game::Load_Stream(true, vec2, 8 * *reinterpret_cast<short*>(varWeaponCompleteDef + 3778 + offsetShift));
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}
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}
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3876);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3876 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3880);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3880 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3884);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3884 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3996);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 3996 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 4012);
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*Game::varXString = reinterpret_cast<char**>(varWeaponCompleteDef + 4012 + offsetShift);
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Game::Load_XString(false);
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Game::Load_XString(false);
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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@ -3446,6 +3456,18 @@ namespace Components
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Game::DB_PopStreamPos();
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Game::DB_PopStreamPos();
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}
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}
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char* Zones::ParseVision_Stub(const char** data_p)
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{
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auto token = Game::Com_Parse(data_p);
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if (vision_replace_list.find(token) != vision_replace_list.end())
|
||||||
|
{
|
||||||
|
return vision_replace_list[token].data();
|
||||||
|
}
|
||||||
|
|
||||||
|
return token;
|
||||||
|
}
|
||||||
|
|
||||||
Zones::Zones()
|
Zones::Zones()
|
||||||
{
|
{
|
||||||
Zones::ZoneVersion = 0;
|
Zones::ZoneVersion = 0;
|
||||||
@ -3614,6 +3636,10 @@ namespace Components
|
|||||||
Utils::Hook(0x4597DD, Zones::LoadStatement, HOOK_CALL).install()->quick();
|
Utils::Hook(0x4597DD, Zones::LoadStatement, HOOK_CALL).install()->quick();
|
||||||
Utils::Hook(0x471A39, Zones::LoadWindowImage, HOOK_JUMP).install()->quick();
|
Utils::Hook(0x471A39, Zones::LoadWindowImage, HOOK_JUMP).install()->quick();
|
||||||
|
|
||||||
|
// Fix newer vision file
|
||||||
|
Utils::Hook(0x59A849, ParseVision_Stub, HOOK_CALL).install()->quick();
|
||||||
|
Utils::Hook(0x59A8AD, ParseVision_Stub, HOOK_CALL).install()->quick();
|
||||||
|
|
||||||
#ifdef DEBUG
|
#ifdef DEBUG
|
||||||
// Easy dirty disk debugging
|
// Easy dirty disk debugging
|
||||||
Utils::Hook::Set<WORD>(0x4CF7F0, 0xC3CC);
|
Utils::Hook::Set<WORD>(0x4CF7F0, 0xC3CC);
|
||||||
|
@ -101,5 +101,6 @@ namespace Components
|
|||||||
static void LoadTracerDef(bool atStreamStart, Game::TracerDef* tracer, int size);
|
static void LoadTracerDef(bool atStreamStart, Game::TracerDef* tracer, int size);
|
||||||
static void LoadTracerDefFxEffect();
|
static void LoadTracerDefFxEffect();
|
||||||
static void FixImageCategory(Game::GfxImage* image);
|
static void FixImageCategory(Game::GfxImage* image);
|
||||||
|
static char* ParseVision_Stub(const char** data_p);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user