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authorBobTheBob9 <for.oliver.kirkham@gmail.com>2022-07-07 21:31:41 +0100
committerBobTheBob9 <for.oliver.kirkham@gmail.com>2022-07-07 21:31:41 +0100
commit2ae34b67e36b8ba05132d481876eb4ed7a826283 (patch)
tree63f44c8e2dcdc959d7a5317a3a7b36efedbd7d38 /NorthstarDLL/hoststate.h
parent3406de7aaaf52cbef20b1549f2d7da0255d30f51 (diff)
downloadNorthstarLauncher-2ae34b67e36b8ba05132d481876eb4ed7a826283.tar.gz
NorthstarLauncher-2ae34b67e36b8ba05132d481876eb4ed7a826283.zip
almost fully replaced hooking lib
Diffstat (limited to 'NorthstarDLL/hoststate.h')
-rw-r--r--NorthstarDLL/hoststate.h90
1 files changed, 45 insertions, 45 deletions
diff --git a/NorthstarDLL/hoststate.h b/NorthstarDLL/hoststate.h
index a77385ef..dfa60c1b 100644
--- a/NorthstarDLL/hoststate.h
+++ b/NorthstarDLL/hoststate.h
@@ -1,45 +1,45 @@
-#pragma once
-
-// use the R2 namespace for game funxcs
-namespace R2
-{
- enum class HostState_t
- {
- HS_NEW_GAME = 0,
- HS_LOAD_GAME,
- HS_CHANGE_LEVEL_SP,
- HS_CHANGE_LEVEL_MP,
- HS_RUN,
- HS_GAME_SHUTDOWN,
- HS_SHUTDOWN,
- HS_RESTART,
- };
-
- struct CHostState
- {
- public:
- HostState_t m_iCurrentState;
- HostState_t m_iNextState;
-
- float m_vecLocation[3];
- float m_angLocation[3];
-
- char m_levelName[32];
- char m_mapGroupName[32];
- char m_landmarkName[32];
- char m_saveName[32];
- float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
-
- bool m_activeGame;
- bool m_bRememberLocation;
- bool m_bBackgroundLevel;
- bool m_bWaitingForConnection;
- bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
- bool m_bSplitScreenConnect;
- bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded
- // and all memory flushed
- bool m_bWorkshopMapDownloadPending;
- };
-
- extern CHostState* g_pHostState;
-} // namespace R2
+#pragma once
+
+// use the R2 namespace for game funxcs
+namespace R2
+{
+ enum class HostState_t
+ {
+ HS_NEW_GAME = 0,
+ HS_LOAD_GAME,
+ HS_CHANGE_LEVEL_SP,
+ HS_CHANGE_LEVEL_MP,
+ HS_RUN,
+ HS_GAME_SHUTDOWN,
+ HS_SHUTDOWN,
+ HS_RESTART,
+ };
+
+ struct CHostState
+ {
+ public:
+ HostState_t m_iCurrentState;
+ HostState_t m_iNextState;
+
+ float m_vecLocation[3];
+ float m_angLocation[3];
+
+ char m_levelName[32];
+ char m_mapGroupName[32];
+ char m_landmarkName[32];
+ char m_saveName[32];
+ float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
+
+ bool m_activeGame;
+ bool m_bRememberLocation;
+ bool m_bBackgroundLevel;
+ bool m_bWaitingForConnection;
+ bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
+ bool m_bSplitScreenConnect;
+ bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded
+ // and all memory flushed
+ bool m_bWorkshopMapDownloadPending;
+ };
+
+ extern CHostState* g_pHostState;
+} // namespace R2