Categorized hooks/types
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@ -22,6 +22,9 @@ extern int spectator_target;
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union SDL_Event;
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union SDL_Event;
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#endif
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#endif
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namespace hooked_methods
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{
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namespace types
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namespace types
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{
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{
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// ClientMode
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// ClientMode
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@ -32,75 +35,90 @@ using LevelShutdown = void(*)(void *);
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using FireGameEvent = void(*)(void *_this, IGameEvent *event);
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using FireGameEvent = void(*)(void *_this, IGameEvent *event);
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// IBaseClient
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// IBaseClient
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using DispatchUserMessage = bool(*)(void *, int, bf_read &);
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using DispatchUserMessage = bool(*)(void *, int, bf_read &);
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using IN_KeyEvent = int(*)(void *, int, int, const char *);
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// IInput
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// IInput
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using GetUserCmd = CUserCmd *(*)(IInput *, int);
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using GetUserCmd = CUserCmd *(*)(IInput *, int);
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// INetChannel
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using CanPacket = bool(*)(void *);
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using SendNetMsg = bool(*)(INetChannel *, INetMessage &, bool, bool);
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using IN_KeyEvent = int(*)(void *, int, int, const char *);
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using CanPacket = bool(*)(INetChannel *);
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using SendNetMsg = bool(*)(void *, INetMessage &, bool, bool);
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using Shutdown = void(*)(INetChannel *, const char *);
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using Shutdown = void(*)(void *, const char *);
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// CBaseClientState
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using BeginFrame = void(*)(IStudioRender *);
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using CanInspect = bool(*)(IClientEntity *);
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using GetClientName = const char *(*)(CBaseClientState *);
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using GetClientName = const char *(*)(CBaseClientState *);
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using ProcessSetConVar = bool(*)(CBaseClientState *, NET_SetConVar *);
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using ProcessSetConVar = bool(*)(CBaseClientState *, NET_SetConVar *);
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using ProcessGetCvarValue = bool(*)(CBaseClientState *, SVC_GetCvarValue *);
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using ProcessGetCvarValue = bool(*)(CBaseClientState *, SVC_GetCvarValue *);
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// ISteamFriends
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// ISteamFriends
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using GetFriendPersonaName = const char *(*)(ISteamFriends *, CSteamID);
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using GetFriendPersonaName = const char *(*)(ISteamFriends *, CSteamID);
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// IEngineVGui
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using Paint = void(*)(IEngineVGui *, PaintMode_t);
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#if ENABLE_VISUALS
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#if ENABLE_VISUALS
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// ClientMode
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// ClientMode
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using OverrideView = void(*)(void *, CViewSetup *);
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using OverrideView = void(*)(void *, CViewSetup *);
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// IEngineVGui
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using Paint = void(*)(IEngineVGui *, PaintMode_t);
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// IVModelRender
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// IVModelRender
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using DrawModelExecute = void(*)(IVModelRender *, const DrawModelState_t &,
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using DrawModelExecute = void(*)(IVModelRender *, const DrawModelState_t &,
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const ModelRenderInfo_t &, matrix3x4_t *);
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const ModelRenderInfo_t &, matrix3x4_t *);
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// IStudioRender
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using BeginFrame = void(*)(IStudioRender *);
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// IBaseClient
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// IBaseClient
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using FrameStageNotify = void(*)(void *, int);
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using FrameStageNotify = void(*)(void *, int);
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// vgui::IPanel
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using PaintTraverse = void(*)(void *, unsigned int, bool, bool);
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using PaintTraverse = void(*)(vgui::IPanel *, unsigned int, bool, bool);
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// SDL
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// SDL
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using SDL_GL_SwapWindow = void(*)(SDL_Window *window);
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using SDL_GL_SwapWindow = void(*)(SDL_Window *window);
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using SDL_PollEvent = int(*)(SDL_Event *event);
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using SDL_PollEvent = int(*)(SDL_Event *event);
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// Manual
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// IUniformRandomStream
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using RandomInt = int(*)(void *, int, int);
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using RandomInt = int(*)(void *, int, int);
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#endif
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#endif
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}
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}
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namespace methods
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namespace methods
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{
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{
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// ClientMode
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bool CreateMove(void *, float, CUserCmd *);
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bool CreateMove(void *, float, CUserCmd *);
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void PaintTraverse(void *, unsigned int, bool, bool);
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void LevelInit(void *, const char *);
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void LevelShutdown(void *);
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// ClientMode + 4
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void FireGameEvent(void *_this, IGameEvent *event);
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// IBaseClient
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bool DispatchUserMessage(void *, int, bf_read &);
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int IN_KeyEvent(void *, int, int, const char *);
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// IInput
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CUserCmd *GetUserCmd(IInput *, int);
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// INetChannel
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bool SendNetMsg(INetChannel *, INetMessage &, bool, bool);
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bool CanPacket(INetChannel *);
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void Shutdown(INetChannel *, const char *);
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// CBaseClientState
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const char *GetClientName(CBaseClientState *_this);
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const char *GetClientName(CBaseClientState *_this);
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bool ProcessSetConVar(CBaseClientState *_this, NET_SetConVar *msg);
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bool ProcessSetConVar(CBaseClientState *_this, NET_SetConVar *msg);
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bool ProcessGetCvarValue(CBaseClientState *_this, SVC_GetCvarValue *msg);
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bool ProcessGetCvarValue(CBaseClientState *_this, SVC_GetCvarValue *msg);
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// ISteamFriends
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const char *GetFriendPersonaName(ISteamFriends *_this, CSteamID steamID);
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const char *GetFriendPersonaName(ISteamFriends *_this, CSteamID steamID);
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void FireGameEvent(void *_this, IGameEvent *event);
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// IEngineVGui
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CUserCmd *GetUserCmd(IInput *, int);
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void Paint(IEngineVGui *_this, PaintMode_t mode);
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#if ENABLE_VISUALS
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// ClientMode
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void OverrideView(void *, CViewSetup *);
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// IVModelRender
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void DrawModelExecute(IVModelRender *_this, const DrawModelState_t &state,
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void DrawModelExecute(IVModelRender *_this, const DrawModelState_t &state,
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const ModelRenderInfo_t &info, matrix3x4_t *matrix);
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const ModelRenderInfo_t &info, matrix3x4_t *matrix);
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bool CanPacket(void *);
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// IStudioRender
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int IN_KeyEvent(void *, int, int, const char *);
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void BeginFrame(IStudioRender *);
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bool SendNetMsg(void *, INetMessage &, bool, bool);
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// IBaseClient
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void Shutdown(void *, const char *);
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void OverrideView(void *, CViewSetup *);
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bool DispatchUserMessage(void *, int, bf_read &);
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void FrameStageNotify(void *, int);
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void FrameStageNotify(void *, int);
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void LevelInit(void *, const char *);
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// vgui::IPanel
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void LevelShutdown(void *);
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void PaintTraverse(vgui::IPanel *, unsigned int, bool, bool);
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int RandomInt(void *, int, int);
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// SDL
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int SDL_PollEvent(SDL_Event *event);
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void SDL_GL_SwapWindow(SDL_Window *window);
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void SDL_GL_SwapWindow(SDL_Window *window);
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void Paint(IEngineVGui *_this, PaintMode_t mode);
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int SDL_PollEvent(SDL_Event *event);
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// IUniformRandomStream
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int RandomInt(void *, int, int);
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#endif
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}
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}
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}
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// typedef void(*CInput__CreateMove_t)(void*, int, float, bool);
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// void CInput__CreateMove_hook(void*, int sequence_number, float
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// input_sample_frametime, bool active);
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#if ENABLE_VISUALS
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#if ENABLE_VISUALS
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@ -117,7 +135,8 @@ void DoSDLUnhooking();
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#endif
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#endif
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// TODO!
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// TODO
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// wontfix.club
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#if 0
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#if 0
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#if ENABLE_NULL_GRAPHICS
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#if ENABLE_NULL_GRAPHICS
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@ -51,6 +51,7 @@ class IGameEventManager;
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class TFGCClientSystem;
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class TFGCClientSystem;
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class CGameRules;
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class CGameRules;
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class IEngineVGui;
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class IEngineVGui;
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class IUniformRandomStream;
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extern TFGCClientSystem *g_TFGCClientSystem;
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extern TFGCClientSystem *g_TFGCClientSystem;
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extern CHud *g_CHUD;
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extern CHud *g_CHUD;
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