Use correct naming convention for Hook
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36a7532290
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@ -215,12 +215,12 @@ namespace Components
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}
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// Double bounces
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void Movement::Jump_ClearStateHook(Game::playerState_s* ps)
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void Movement::Jump_ClearState_Hk(Game::playerState_s* ps)
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{
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if (Movement::BGBounces->current.integer == Movement::DOUBLE)
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return;
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Game::Jump_ClearState(ps);
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if (Movement::BGBounces->current.integer != Movement::DOUBLE)
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{
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Game::Jump_ClearState(ps);
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}
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}
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Game::gentity_s* Movement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
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@ -341,7 +341,7 @@ namespace Components
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// Bounce logic
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Utils::Hook(0x4B1B2D, Movement::PM_StepSlideMoveStub, HOOK_JUMP).install()->quick();
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Utils::Hook(0x57383E, Movement::Jump_ClearStateHook, HOOK_CALL).install()->quick();
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Utils::Hook(0x57383E, Movement::Jump_ClearState_Hk, HOOK_CALL).install()->quick();
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Utils::Hook(0x4B1B97, Movement::PM_ProjectVelocityStub, HOOK_CALL).install()->quick();
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// Rocket jump
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@ -32,7 +32,7 @@ namespace Components
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// Bounce logic
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static void PM_StepSlideMoveStub();
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static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut);
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static void Jump_ClearStateHook(Game::playerState_s* ps);
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static void Jump_ClearState_Hk(Game::playerState_s* ps);
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static Game::gentity_s* Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex, float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7);
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