Fix display text in StarWarsG
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@@ -27,6 +27,9 @@ typedef void* (*fn_ReturnVariable)(void* uservar, void* lua_var);
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// Game Object Type Wrapper internals
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typedef void* (*fn_GotWrapperCtor)(void* this_wrapper); // GameObjectTypeWrapper::GameObjectTypeWrapper()
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typedef void* (*fn_LuaUserVarCtor)(void* this_ptr, int param, bool flag); // LuaUserVar::LuaUserVar(int, bool)
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// LuaValue<basic_string<>> constructor -- available in StarWarsI, inlined in StarWarsG
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typedef void* (*fn_LuaValueStringCtor)(void* this_ptr, void* str_ptr); // LuaValue<basic_string<>>::LuaValue(basic_string*)
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typedef void* (*fn_GameOperatorNew)(size_t size); // operator new(size_t) — game's CRT allocator
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// GameObjectTypeClass::TextNameID is accessed via field offset (always inlined by compiler)
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typedef void* (*fn_GameTextGet)(void* game_text, void* text_id_str, bool insert); // GameTextClass::Get(basic_string*, bool) -- returns wstring*
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@@ -53,6 +56,8 @@ extern fn_ReturnVariable pfn_return_variable;
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extern fn_GotWrapperCtor real_got_wrapper_ctor;
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extern fn_LuaUserVarCtor pfn_lua_uservar_ctor;
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extern size_t g_text_name_id_offset;
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extern fn_LuaValueStringCtor pfn_lua_value_string_ctor;
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extern fn_GameOperatorNew pfn_game_operator_new;
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extern fn_GameTextGet pfn_game_text_get;
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extern void* g_the_game_text;
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extern const LuaRVAs* g_rvas;
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@@ -67,5 +72,8 @@ void register_global(lua_State* L, const char* name, lua_CFunction fn);
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// Reproduces the inlined constructor pattern using per-executable layout constants.
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void* CreateLuaValueString(const std::string& str);
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// File-based debug logging (works on both executables; pfn_debug_print is unavailable on StarWarsG).
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void debug_log(const char* fmt, ...);
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bool LuaHook_Init();
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void LuaHook_Shutdown();
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