Use correct naming convention for Hook

This commit is contained in:
FutureRave 2022-02-14 00:09:46 +00:00
parent 36a7532290
commit 72d48109a1
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GPG Key ID: E883E2BC9657D955
2 changed files with 7 additions and 7 deletions

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@ -215,13 +215,13 @@ namespace Components
} }
// Double bounces // Double bounces
void Movement::Jump_ClearStateHook(Game::playerState_s* ps) void Movement::Jump_ClearState_Hk(Game::playerState_s* ps)
{
if (Movement::BGBounces->current.integer != Movement::DOUBLE)
{ {
if (Movement::BGBounces->current.integer == Movement::DOUBLE)
return;
Game::Jump_ClearState(ps); Game::Jump_ClearState(ps);
} }
}
Game::gentity_s* Movement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex, Game::gentity_s* Movement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7) float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7)
@ -341,7 +341,7 @@ namespace Components
// Bounce logic // Bounce logic
Utils::Hook(0x4B1B2D, Movement::PM_StepSlideMoveStub, HOOK_JUMP).install()->quick(); Utils::Hook(0x4B1B2D, Movement::PM_StepSlideMoveStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x57383E, Movement::Jump_ClearStateHook, HOOK_CALL).install()->quick(); Utils::Hook(0x57383E, Movement::Jump_ClearState_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x4B1B97, Movement::PM_ProjectVelocityStub, HOOK_CALL).install()->quick(); Utils::Hook(0x4B1B97, Movement::PM_ProjectVelocityStub, HOOK_CALL).install()->quick();
// Rocket jump // Rocket jump

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@ -32,7 +32,7 @@ namespace Components
// Bounce logic // Bounce logic
static void PM_StepSlideMoveStub(); static void PM_StepSlideMoveStub();
static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut); static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut);
static void Jump_ClearStateHook(Game::playerState_s* ps); static void Jump_ClearState_Hk(Game::playerState_s* ps);
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); 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);