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50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
/**
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* @file DXAPI.h
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* @brief The DXAPI is an API that allows you to manipulate various game objects
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* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
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* variables as you can't really trust the compiler to produce binary compatible classes,
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* especially with all the inheritance involved in the original Tribes 2 codebase.
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*
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* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
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* whose files are appropriately labelled in this codebase. These files have been edited where
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* appropriate in order to make that code play better with the DXAPI.
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*
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* @copyright (c) 2014 Robert MacGregor
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*/
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//#pragma once
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#include "LinkerAPI.h"
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#include <DXAPI/Point3F.h>
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#include <DXAPI/GameBase.h>
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#include <DXAPI/Move.h>
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#include <DXAPI/NetObject.h>
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#include <DXAPI/Player.h>
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#include <DXAPI/Projectile.h>
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#include <DXAPI/SceneObject.h>
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#include <DXAPI/ShapeBase.h>
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#include <DXAPI/SimObject.h>
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#include <DXAPI/StaticShape.h>
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#include <DXAPI/GrenadeProjectile.h>
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#include <DXAPI/FlyingVehicle.h>
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#include <DXAPI/GameConnection.h>
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#include <DXAPI/NetConnection.h>
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#include <DXAPI/TCPObject.h>
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#include <DXAPI/ScriptObject.h>
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namespace DX
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{
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//! A typedef referring to some type of unresolved object in the game.
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typedef void* UnresolvedObject;
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const char *GetModPaths(void);
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bool IsFile(const char *filename);
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const char * StringTableInsert(const char * str,bool casesensitive) ;
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bool GetRelativePath(const char *filename, char *ret, int buffer_length);
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bool GetRunningMod(char *ret, int buffer_length);
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bool memPatch(unsigned int addr, unsigned char * data, unsigned int size);
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bool memToHex(unsigned int addr, char * dst, int size, bool spaces);
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unsigned int memToUInt(unsigned int addr);
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float memToFloat(unsigned int addr);
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bool SanitizeFileName(char *ret, int buffer_length);
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} // End NameSpace DX
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