[Maps] Better custom map detection

This commit is contained in:
momo5502 2017-04-03 22:07:49 +02:00
parent 0d1267f7d9
commit 4d641ad567
2 changed files with 16 additions and 1 deletions

View File

@ -550,7 +550,7 @@ namespace Components
Utils::Hook::Call<void()>(0x518530)(); // R_ClearDpvsSceneView
Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
if (!Game::CL_IsCgameInitialized() || !gameWorld || Dvar::Var("r_disableModelWorkaround").get<bool>() || gameWorld->mapVtxChecksum != 0xDEADBEEF) return;
if (!Game::CL_IsCgameInitialized() || !gameWorld || Dvar::Var("r_disableModelWorkaround").get<bool>() || gameWorld->checksum != 0xDEADBEEF) return;
Game::vec3_t _forward, _right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), _forward, _right, nullptr);

View File

@ -3129,6 +3129,21 @@ namespace Game
int count;
};
struct DpvsClipPlaneSet
{
DpvsPlane *planes[16];
unsigned int count;
};
struct __declspec(align(8)) DpvsStaticCellCmd
{
DpvsPlane *planes;
GfxAabbTree *tree;
char planeCount;
char frustumPlaneCount;
unsigned __int16 sceneViewType;
};
struct GfxPortal
{
GfxPortalWritable writable;