Localize ESP weapon strings

This commit is contained in:
aUniqueUser 2020-12-31 13:50:15 -05:00 committed by aUniqueUser
parent 7189435317
commit c086aefcf2
4 changed files with 6 additions and 2 deletions

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@ -15,6 +15,7 @@ namespace vgui
{
class ISurface;
class IPanel;
class ILocalize;
} // namespace vgui
class IToolFrameworkInternal;
@ -66,6 +67,7 @@ extern void *demoplayer;
extern IEngineSound *g_ISoundEngine;
extern vgui::ISurface *g_ISurface;
extern vgui::IPanel *g_IPanel;
extern vgui::ILocalize *g_ILocalize;
extern IClientEntityList *g_IEntityList;
extern ICvar *g_ICvar;
extern IGameEventManager2 *g_IEventManager2;

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@ -35,6 +35,7 @@
#include <studio.h>
#include <vgui/ISurface.h>
#include <vgui/IPanel.h>
#include <vgui/ILocalize.h>
#include <mathlib/vmatrix.h>
#include <inetmessage.h>
#include <iclient.h>

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@ -26,6 +26,7 @@ void *demoplayer = nullptr;
IEngineSound *g_ISoundEngine = nullptr;
vgui::ISurface *g_ISurface = nullptr;
vgui::IPanel *g_IPanel = nullptr;
vgui::ILocalize *g_ILocalize = nullptr;
IClientEntityList *g_IEntityList = nullptr;
ICvar *g_ICvar = nullptr;
IGameEventManager2 *g_IEventManager2 = nullptr;
@ -163,6 +164,7 @@ void CreateInterfaces()
g_IMDLCache = BruteforceInterface<IMDLCache>("MDLCache", sharedobj::datacache());
g_IPanel = BruteforceInterface<vgui::IPanel>("VGUI_Panel", sharedobj::vgui2());
g_ILocalize = BruteforceInterface<vgui::ILocalize>("VGUI_Localize", sharedobj::vgui2());
g_pUniformStream = **(IUniformRandomStream ***) (gSignatures.GetVstdSignature("A3 ? ? ? ? C3 89 F6") + 0x1);
g_IToolFramework = BruteforceInterface<IToolFrameworkInternal>("VTOOLFRAMEWORKVERSION", sharedobj::engine());
#if ENABLE_VISUALS

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@ -1687,8 +1687,7 @@ void _FASTCALL ProcessEntity(CachedEntity *ent)
CachedEntity *weapon = ENTITY(widx);
if (CE_VALID(weapon) && re::C_BaseCombatWeapon::IsBaseCombatWeapon(RAW_ENT(weapon)))
{
const char *weapon_name = re::C_BaseCombatWeapon::GetPrintName(RAW_ENT(weapon));
const char *weapon_name = g_ILocalize->FindAsUTF8(re::C_BaseCombatWeapon::GetPrintName(RAW_ENT(weapon)));
if (weapon_name)
AddEntityString(ent, std::string(weapon_name));
}