mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-26 11:22:17 -05:00
Port new hook filtering patterns from 2ship (#4117)
This commit is contained in:
parent
b4a30f708f
commit
4bd0f2d2c1
@ -431,11 +431,17 @@ void GameInteractor_SetTriforceHuntCreditsWarpActive(uint8_t state);
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#include <nlohmann/json.hpp>
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#include <nlohmann/json.hpp>
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#endif
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#endif
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#define DEFINE_HOOK(name, type) \
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typedef uint32_t HOOK_ID;
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#define DEFINE_HOOK(name, args) \
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struct name { \
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struct name { \
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typedef std::function<type> fn; \
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typedef std::function<void args> fn; \
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typedef std::function<bool args> filter; \
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}
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}
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#define REGISTER_VB_SHOULD(flag, body) \
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::ShouldVanillaBehavior>(flag, [](GIVanillaBehavior _, bool* should, void* opt) body)
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class GameInteractor {
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class GameInteractor {
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public:
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public:
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static GameInteractor* Instance;
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static GameInteractor* Instance;
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@ -487,11 +493,22 @@ public:
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static GameInteractionEffectQueryResult RemoveEffect(RemovableGameInteractionEffect* effect);
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static GameInteractionEffectQueryResult RemoveEffect(RemovableGameInteractionEffect* effect);
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// Game Hooks
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// Game Hooks
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uint32_t nextHookId = 1;
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HOOK_ID nextHookId = 1;
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template <typename H> struct RegisteredGameHooks { inline static std::unordered_map<uint32_t, typename H::fn> functions; };
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template <typename H> struct RegisteredGameHooks {
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template <typename H> struct HooksToUnregister { inline static std::vector<uint32_t> hooks; };
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inline static std::unordered_map<HOOK_ID, typename H::fn> functions;
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template <typename H> uint32_t RegisterGameHook(typename H::fn h) {
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inline static std::unordered_map<int32_t, std::unordered_map<HOOK_ID, typename H::fn>> functionsForID;
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// Ensure hook id is unique and not 0, which is reserved for invalid hooks
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inline static std::unordered_map<uintptr_t, std::unordered_map<HOOK_ID, typename H::fn>> functionsForPtr;
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inline static std::unordered_map<HOOK_ID, std::pair<typename H::filter, typename H::fn>> functionsForFilter;
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};
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template <typename H> struct HooksToUnregister {
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inline static std::vector<HOOK_ID> hooks;
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inline static std::vector<HOOK_ID> hooksForID;
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inline static std::vector<HOOK_ID> hooksForPtr;
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inline static std::vector<HOOK_ID> hooksForFilter;
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};
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// General Hooks
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template <typename H> HOOK_ID RegisterGameHook(typename H::fn h) {
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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while (RegisteredGameHooks<H>::functions.find(this->nextHookId) != RegisteredGameHooks<H>::functions.end()) {
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while (RegisteredGameHooks<H>::functions.find(this->nextHookId) != RegisteredGameHooks<H>::functions.end()) {
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this->nextHookId++;
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this->nextHookId++;
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@ -500,10 +517,10 @@ public:
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RegisteredGameHooks<H>::functions[this->nextHookId] = h;
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RegisteredGameHooks<H>::functions[this->nextHookId] = h;
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return this->nextHookId++;
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return this->nextHookId++;
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}
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}
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template <typename H> void UnregisterGameHook(uint32_t id) {
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template <typename H> void UnregisterGameHook(HOOK_ID hookId) {
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HooksToUnregister<H>::hooks.push_back(id);
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if (hookId == 0) return;
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HooksToUnregister<H>::hooks.push_back(hookId);
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}
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}
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template <typename H, typename... Args> void ExecuteHooks(Args&&... args) {
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template <typename H, typename... Args> void ExecuteHooks(Args&&... args) {
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for (auto& hookId : HooksToUnregister<H>::hooks) {
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for (auto& hookId : HooksToUnregister<H>::hooks) {
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RegisteredGameHooks<H>::functions.erase(hookId);
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RegisteredGameHooks<H>::functions.erase(hookId);
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@ -514,59 +531,167 @@ public:
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}
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}
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}
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}
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DEFINE_HOOK(OnLoadGame, void(int32_t fileNum));
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// ID based Hooks
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DEFINE_HOOK(OnExitGame, void(int32_t fileNum));
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template <typename H> HOOK_ID RegisterGameHookForID(int32_t id, typename H::fn h) {
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DEFINE_HOOK(OnGameFrameUpdate, void());
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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DEFINE_HOOK(OnItemReceive, void(GetItemEntry itemEntry));
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while (RegisteredGameHooks<H>::functionsForID[id].find(this->nextHookId) != RegisteredGameHooks<H>::functionsForID[id].end()) {
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DEFINE_HOOK(OnSaleEnd, void(GetItemEntry itemEntry));
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this->nextHookId++;
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DEFINE_HOOK(OnTransitionEnd, void(int16_t sceneNum));
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}
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DEFINE_HOOK(OnSceneInit, void(int16_t sceneNum));
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DEFINE_HOOK(OnSceneFlagSet, void(int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneFlagUnset, void(int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagSet, void(int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagUnset, void(int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneSpawnActors, void());
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DEFINE_HOOK(OnPlayerUpdate, void());
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DEFINE_HOOK(OnOcarinaSongAction, void());
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DEFINE_HOOK(OnShopSlotChange, void(uint8_t cursorIndex, int16_t price));
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DEFINE_HOOK(OnActorInit, void(void* actor));
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DEFINE_HOOK(OnActorUpdate, void(void* actor));
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DEFINE_HOOK(OnActorKill, void(void* actor));
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DEFINE_HOOK(OnEnemyDefeat, void(void* actor));
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DEFINE_HOOK(OnPlayerBonk, void());
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DEFINE_HOOK(OnPlayDestroy, void());
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DEFINE_HOOK(OnPlayDrawEnd, void());
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DEFINE_HOOK(OnVanillaBehavior, void(GIVanillaBehavior flag, bool* result, void* opt));
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RegisteredGameHooks<H>::functionsForID[id][this->nextHookId] = h;
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return this->nextHookId++;
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}
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template <typename H> void UnregisterGameHookForID(HOOK_ID hookId) {
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if (hookId == 0) return;
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HooksToUnregister<H>::hooksForID.push_back(hookId);
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}
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template <typename H, typename... Args> void ExecuteHooksForID(int32_t id, Args&&... args) {
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for (auto& hookId : HooksToUnregister<H>::hooksForID) {
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for (auto it = RegisteredGameHooks<H>::functionsForID[id].begin(); it != RegisteredGameHooks<H>::functionsForID[id].end(); ) {
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if (it->first == hookId) {
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it = RegisteredGameHooks<H>::functionsForID[id].erase(it);
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HooksToUnregister<H>::hooksForID.erase(std::remove(HooksToUnregister<H>::hooksForID.begin(), HooksToUnregister<H>::hooksForID.end(), hookId), HooksToUnregister<H>::hooksForID.end());
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} else {
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++it;
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}
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}
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}
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for (auto& hook : RegisteredGameHooks<H>::functionsForID[id]) {
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hook.second(std::forward<Args>(args)...);
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}
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}
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DEFINE_HOOK(OnSaveFile, void(int32_t fileNum));
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// PTR based Hooks
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DEFINE_HOOK(OnLoadFile, void(int32_t fileNum));
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template <typename H> HOOK_ID RegisterGameHookForPtr(uintptr_t ptr, typename H::fn h) {
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DEFINE_HOOK(OnDeleteFile, void(int32_t fileNum));
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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while (RegisteredGameHooks<H>::functionsForPtr[ptr].find(this->nextHookId) != RegisteredGameHooks<H>::functionsForPtr[ptr].end()) {
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this->nextHookId++;
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}
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DEFINE_HOOK(OnDialogMessage, void());
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RegisteredGameHooks<H>::functionsForPtr[ptr][this->nextHookId] = h;
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DEFINE_HOOK(OnPresentTitleCard, void());
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return this->nextHookId++;
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DEFINE_HOOK(OnInterfaceUpdate, void());
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}
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DEFINE_HOOK(OnKaleidoscopeUpdate, void(int16_t inDungeonScene));
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template <typename H> void UnregisterGameHookForPtr(HOOK_ID hookId) {
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if (hookId == 0) return;
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HooksToUnregister<H>::hooksForPtr.push_back(hookId);
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}
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template <typename H, typename... Args> void ExecuteHooksForPtr(uintptr_t ptr, Args&&... args) {
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for (auto& hookId : HooksToUnregister<H>::hooksForPtr) {
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for (auto it = RegisteredGameHooks<H>::functionsForPtr[ptr].begin(); it != RegisteredGameHooks<H>::functionsForPtr[ptr].end(); ) {
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if (it->first == hookId) {
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it = RegisteredGameHooks<H>::functionsForPtr[ptr].erase(it);
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HooksToUnregister<H>::hooksForPtr.erase(std::remove(HooksToUnregister<H>::hooksForPtr.begin(), HooksToUnregister<H>::hooksForPtr.end(), hookId), HooksToUnregister<H>::hooksForPtr.end());
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} else {
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++it;
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}
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}
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}
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for (auto& hook : RegisteredGameHooks<H>::functionsForPtr[ptr]) {
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hook.second(std::forward<Args>(args)...);
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}
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}
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DEFINE_HOOK(OnPresentFileSelect, void());
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// Filter based Hooks
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DEFINE_HOOK(OnUpdateFileSelectSelection, void(uint16_t optionIndex));
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template <typename H> HOOK_ID RegisterGameHookForFilter(typename H::filter f, typename H::fn h) {
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DEFINE_HOOK(OnUpdateFileSelectConfirmationSelection, void(uint16_t optionIndex));
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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DEFINE_HOOK(OnUpdateFileCopySelection, void(uint16_t optionIndex));
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while (RegisteredGameHooks<H>::functionsForFilter.find(this->nextHookId) != RegisteredGameHooks<H>::functionsForFilter.end()) {
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DEFINE_HOOK(OnUpdateFileCopyConfirmationSelection, void(uint16_t optionIndex));
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this->nextHookId++;
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DEFINE_HOOK(OnUpdateFileEraseSelection, void(uint16_t optionIndex));
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}
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DEFINE_HOOK(OnUpdateFileEraseConfirmationSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileAudioSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileTargetSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileLanguageSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileQuestSelection, void(uint8_t questIndex));
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DEFINE_HOOK(OnUpdateFileBossRushOptionSelection, void(uint8_t optionIndex, uint8_t optionValue));
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DEFINE_HOOK(OnUpdateFileNameSelection, void(int16_t charCode));
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DEFINE_HOOK(OnSetGameLanguage, void());
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RegisteredGameHooks<H>::functionsForFilter[this->nextHookId] = std::make_pair(f, h);
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return this->nextHookId++;
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}
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template <typename H> void UnregisterGameHookForFilter(HOOK_ID hookId) {
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if (hookId == 0) return;
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HooksToUnregister<H>::hooksForFilter.push_back(hookId);
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}
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template <typename H, typename... Args> void ExecuteHooksForFilter(Args&&... args) {
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for (auto& hookId : HooksToUnregister<H>::hooksForFilter) {
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RegisteredGameHooks<H>::functionsForFilter.erase(hookId);
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}
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HooksToUnregister<H>::hooksForFilter.clear();
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for (auto& hook : RegisteredGameHooks<H>::functionsForFilter) {
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if (hook.second.first(std::forward<Args>(args)...)) {
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hook.second.second(std::forward<Args>(args)...);
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}
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}
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}
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DEFINE_HOOK(OnFileDropped, void(std::string filePath));
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class HookFilter {
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DEFINE_HOOK(OnAssetAltChange, void());
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public:
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DEFINE_HOOK(OnKaleidoUpdate, void());
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static auto ActorNotPlayer(Actor* actor) {
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return actor->id != ACTOR_PLAYER;
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}
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// For use with Should hooks
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static auto SActorNotPlayer(Actor* actor, bool* result) {
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return actor->id != ACTOR_PLAYER;
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}
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static auto ActorMatchIdAndParams(int16_t id, int16_t params) {
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return [id, params](Actor* actor) {
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return actor->id == id && actor->params == params;
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};
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}
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// For use with Should hooks
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static auto SActorMatchIdAndParams(int16_t id, int16_t params) {
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return [id, params](Actor* actor, bool* result) {
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return actor->id == id && actor->params == params;
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};
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}
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};
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DEFINE_HOOK(OnLoadGame, (int32_t fileNum));
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DEFINE_HOOK(OnExitGame, (int32_t fileNum));
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DEFINE_HOOK(OnGameFrameUpdate, ());
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DEFINE_HOOK(OnItemReceive, (GetItemEntry itemEntry));
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DEFINE_HOOK(OnSaleEnd, (GetItemEntry itemEntry));
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DEFINE_HOOK(OnTransitionEnd, (int16_t sceneNum));
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DEFINE_HOOK(OnSceneInit, (int16_t sceneNum));
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DEFINE_HOOK(OnSceneFlagSet, (int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneFlagUnset, (int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagSet, (int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagUnset, (int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneSpawnActors, ());
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DEFINE_HOOK(OnPlayerUpdate, ());
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DEFINE_HOOK(OnOcarinaSongAction, ());
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DEFINE_HOOK(OnShopSlotChange, (uint8_t cursorIndex, int16_t price));
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DEFINE_HOOK(OnActorInit, (void* actor));
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DEFINE_HOOK(OnActorUpdate, (void* actor));
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DEFINE_HOOK(OnActorKill, (void* actor));
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DEFINE_HOOK(OnEnemyDefeat, (void* actor));
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DEFINE_HOOK(OnPlayerBonk, ());
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DEFINE_HOOK(OnPlayDestroy, ());
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DEFINE_HOOK(OnPlayDrawEnd, ());
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DEFINE_HOOK(OnVanillaBehavior, (GIVanillaBehavior flag, bool* result, void* opt));
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DEFINE_HOOK(OnSaveFile, (int32_t fileNum));
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DEFINE_HOOK(OnLoadFile, (int32_t fileNum));
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DEFINE_HOOK(OnDeleteFile, (int32_t fileNum));
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DEFINE_HOOK(OnDialogMessage, ());
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DEFINE_HOOK(OnPresentTitleCard, ());
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DEFINE_HOOK(OnInterfaceUpdate, ());
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DEFINE_HOOK(OnKaleidoscopeUpdate, (int16_t inDungeonScene));
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DEFINE_HOOK(OnPresentFileSelect, ());
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DEFINE_HOOK(OnUpdateFileSelectSelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileSelectConfirmationSelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileCopySelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileCopyConfirmationSelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileEraseSelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileEraseConfirmationSelection, (uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileAudioSelection, (uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileTargetSelection, (uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileLanguageSelection, (uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileQuestSelection, (uint8_t questIndex));
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DEFINE_HOOK(OnUpdateFileBossRushOptionSelection, (uint8_t optionIndex, uint8_t optionValue));
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DEFINE_HOOK(OnUpdateFileNameSelection, (int16_t charCode));
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DEFINE_HOOK(OnSetGameLanguage, ());
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DEFINE_HOOK(OnFileDropped, (std::string filePath));
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DEFINE_HOOK(OnAssetAltChange, ());
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DEFINE_HOOK(OnKaleidoUpdate, ());
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// Helpers
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// Helpers
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static bool IsSaveLoaded(bool allowDbgSave = false);
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static bool IsSaveLoaded(bool allowDbgSave = false);
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@ -16,34 +16,44 @@ void GameInteractor_ExecuteOnGameFrameUpdate() {
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void GameInteractor_ExecuteOnItemReceiveHooks(GetItemEntry itemEntry) {
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void GameInteractor_ExecuteOnItemReceiveHooks(GetItemEntry itemEntry) {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnItemReceive>(itemEntry);
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnItemReceive>(itemEntry);
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GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnItemReceive>(itemEntry);
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}
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}
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void GameInteractor_ExecuteOnSaleEndHooks(GetItemEntry itemEntry) {
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void GameInteractor_ExecuteOnSaleEndHooks(GetItemEntry itemEntry) {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSaleEnd>(itemEntry);
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSaleEnd>(itemEntry);
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GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSaleEnd>(itemEntry);
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}
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}
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void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum) {
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void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum) {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnTransitionEnd>(sceneNum);
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnTransitionEnd>(sceneNum);
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GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnTransitionEnd>(sceneNum, sceneNum);
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GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnTransitionEnd>(sceneNum);
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}
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}
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void GameInteractor_ExecuteOnSceneInitHooks(int16_t sceneNum) {
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void GameInteractor_ExecuteOnSceneInitHooks(int16_t sceneNum) {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneNum);
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneNum);
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GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnSceneInit>(sceneNum, sceneNum);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneInit>(sceneNum);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag) {
|
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnSceneFlagUnset(int16_t sceneNum, int16_t flagType, int16_t flag) {
|
void GameInteractor_ExecuteOnSceneFlagUnset(int16_t sceneNum, int16_t flagType, int16_t flag) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagUnset>(sceneNum, flagType, flag);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagUnset>(sceneNum, flagType, flag);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneFlagUnset>(sceneNum, flagType, flag);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnFlagSet(int16_t flagType, int16_t flag) {
|
void GameInteractor_ExecuteOnFlagSet(int16_t flagType, int16_t flag) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagSet>(flagType, flag);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagSet>(flagType, flag);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnFlagSet>(flagType, flag);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnFlagUnset(int16_t flagType, int16_t flag) {
|
void GameInteractor_ExecuteOnFlagUnset(int16_t flagType, int16_t flag) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagUnset>(flagType, flag);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagUnset>(flagType, flag);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnFlagUnset>(flagType, flag);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnSceneSpawnActors() {
|
void GameInteractor_ExecuteOnSceneSpawnActors() {
|
||||||
@ -64,18 +74,30 @@ void GameInteractor_ExecuteOnShopSlotChangeHooks(uint8_t cursorIndex, int16_t pr
|
|||||||
|
|
||||||
void GameInteractor_ExecuteOnActorInit(void* actor) {
|
void GameInteractor_ExecuteOnActorInit(void* actor) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorInit>(actor);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorInit>(actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorInit>(((Actor*)actor)->id, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorInit>((uintptr_t)actor, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorInit>(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnActorUpdate(void* actor) {
|
void GameInteractor_ExecuteOnActorUpdate(void* actor) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorUpdate>(((Actor*)actor)->id, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorUpdate>((uintptr_t)actor, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorUpdate>(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnActorKill(void* actor) {
|
void GameInteractor_ExecuteOnActorKill(void* actor) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorKill>(actor);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorKill>(actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorKill>(((Actor*)actor)->id, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorKill>((uintptr_t)actor, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorKill>(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnEnemyDefeat(void* actor) {
|
void GameInteractor_ExecuteOnEnemyDefeat(void* actor) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnEnemyDefeat>(actor);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnEnemyDefeat>(actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnEnemyDefeat>(((Actor*)actor)->id, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnEnemyDefeat>((uintptr_t)actor, actor);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnEnemyDefeat>(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameInteractor_ExecuteOnPlayerBonk() {
|
void GameInteractor_ExecuteOnPlayerBonk() {
|
||||||
@ -92,6 +114,11 @@ void GameInteractor_ExecuteOnPlayDrawEnd() {
|
|||||||
|
|
||||||
bool GameInteractor_Should(GIVanillaBehavior flag, bool result, void* opt) {
|
bool GameInteractor_Should(GIVanillaBehavior flag, bool result, void* opt) {
|
||||||
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnVanillaBehavior>(flag, &result, opt);
|
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnVanillaBehavior>(flag, &result, opt);
|
||||||
|
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnVanillaBehavior>(flag, flag, &result, opt);
|
||||||
|
if (opt != nullptr) {
|
||||||
|
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnVanillaBehavior>((uintptr_t)opt, flag, &result, opt);
|
||||||
|
}
|
||||||
|
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnVanillaBehavior>(flag, &result, opt);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user