Load custom menus ingame.
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@ -266,7 +266,7 @@ namespace Components
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}
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// Load custom menus
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if (std::string(menuList->name) == "ui_mp/menus.txt")
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if (std::string(menuList->name) == "ui_mp/code.txt") // Should be menus, but code is loaded ingame
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{
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for (auto menu : Menus::CustomMenus)
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{
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@ -478,7 +478,7 @@ namespace Components
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void Menus::AddMenuListHook(Game::UiContext *dc, Game::MenuList *menuList, int close)
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{
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Game::MenuList* menus = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENUFILE, "ui_mp/menus.txt").menuList;
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Game::MenuList* menus = Game::UI_LoadMenus("ui_mp/menus.txt", 3);
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Game::UI_AddMenuList(dc, menus, close);
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Game::UI_AddMenuList(dc, menuList, close);
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@ -105,6 +105,7 @@ namespace Game
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Sys_IsMainThread_t Sys_IsMainThread = (Sys_IsMainThread_t)0x4C37D0;
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UI_AddMenuList_t UI_AddMenuList = (UI_AddMenuList_t)0x4533C0;
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UI_LoadMenus_t UI_LoadMenus = (UI_LoadMenus_t)0x641460;
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UI_DrawHandlePic_t UI_DrawHandlePic = (UI_DrawHandlePic_t)0x4D0EA0;
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Win_GetLanguage_t Win_GetLanguage = (Win_GetLanguage_t)0x45CBA0;
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@ -232,6 +232,9 @@ namespace Game
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typedef void(__cdecl * UI_AddMenuList_t)(UiContext *dc, MenuList *menuList, int close);
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extern UI_AddMenuList_t UI_AddMenuList;
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typedef MenuList *(__cdecl * UI_LoadMenus_t)(const char *menuFile, int imageTrack);
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extern UI_LoadMenus_t UI_LoadMenus;
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typedef void(__cdecl * UI_DrawHandlePic_t)(/*ScreenPlacement*/void *scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float *color, Material *material);
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extern UI_DrawHandlePic_t UI_DrawHandlePic;
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