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Moar WIP
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garrettjoecox committed Nov 23, 2024
1 parent b8b6d78 commit 47911f3
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Showing 29 changed files with 2,068 additions and 880 deletions.
2 changes: 1 addition & 1 deletion mm/2s2h/BenGui/SearchableMenuItems.h
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Expand Up @@ -11,7 +11,7 @@
#include "ShipUtils.h"
#ifdef ENABLE_NETWORKING
#include "2s2h/Network/Sail.h"
#include "2s2h/Network/Anchor.h"
#include "2s2h/Network/Anchor/Anchor.h"
#endif

extern "C" {
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2 changes: 1 addition & 1 deletion mm/2s2h/BenPort.cpp
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Expand Up @@ -44,7 +44,7 @@
#ifdef ENABLE_NETWORKING
#include "2s2h/Network/Sail.h"
Sail* Sail::Instance;
#include "2s2h/Network/Anchor.h"
#include "2s2h/Network/Anchor/Anchor.h"
Anchor* Anchor::Instance;
#endif

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4 changes: 4 additions & 0 deletions mm/2s2h/GameInteractor/GameInteractor.cpp
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Expand Up @@ -159,6 +159,10 @@ void GameInteractor_ExecuteOnPlayerPostLimbDraw(Player* player, s32 limbIndex) {
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnPlayerPostLimbDraw>(player, limbIndex);
}

void GameInteractor_ExecuteOnPlayerSfx(u16 sfxId) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerSfx>(sfxId);
}

void GameInteractor_ExecuteOnSceneFlagSet(s16 sceneId, FlagType flagType, u32 flag) {
SPDLOG_DEBUG("OnSceneFlagSet: sceneId: {}, flagType: {}, flag: {}", sceneId, (u32)flagType, flag);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneId, flagType, flag);
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2 changes: 2 additions & 0 deletions mm/2s2h/GameInteractor/GameInteractor.h
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Expand Up @@ -315,6 +315,7 @@ class GameInteractor {
DEFINE_HOOK(OnActorKill, (Actor * actor));
DEFINE_HOOK(OnActorDestroy, (Actor * actor));
DEFINE_HOOK(OnPlayerPostLimbDraw, (Player * player, s32 limbIndex));
DEFINE_HOOK(OnPlayerSfx, (u16 sfxId));

DEFINE_HOOK(OnSceneFlagSet, (s16 sceneId, FlagType flagType, u32 flag));
DEFINE_HOOK(OnSceneFlagUnset, (s16 sceneId, FlagType flagType, u32 flag));
Expand Down Expand Up @@ -367,6 +368,7 @@ void GameInteractor_ExecuteOnActorDraw(Actor* actor);
void GameInteractor_ExecuteOnActorKill(Actor* actor);
void GameInteractor_ExecuteOnActorDestroy(Actor* actor);
void GameInteractor_ExecuteOnPlayerPostLimbDraw(Player* player, s32 limbIndex);
void GameInteractor_ExecuteOnPlayerSfx(u16 sfxId);

void GameInteractor_ExecuteOnSceneFlagSet(s16 sceneId, FlagType flagType, u32 flag);
void GameInteractor_ExecuteOnSceneFlagUnset(s16 sceneId, FlagType flagType, u32 flag);
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