Function hooking.
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CAVESTORY_MOD_API BOOL | CSM_FindNetScoreType (const char *pName, CaveNet::DataStructures::NetScoreType **pOut) |
| Fetch a NetScoreType by name. More...
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CAVESTORY_MOD_API BOOL | CSM_FindNetScoreTypeByHash (unsigned int iNameHash, CaveNet::DataStructures::NetScoreType **pOut) |
| Fetch a NetScoreType by name hash. More...
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CAVESTORY_MOD_API BOOL | CSM_RegisterNetScoreType (const char *pName, const char *pUIFormat, const char *pUIDynamicFormat, unsigned long long int iMaskBits=0, unsigned long long int iFlags=0, CSM_NetScore_GetScoreModifyAmount pModifyFunc=NULL) |
| Register a NetScoreType by name. More...
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CAVESTORY_MOD_API bool | CSM_RegisterWeaponByName (const char *pWeaponName, CSM_Weapon_ShootFunc pFunc) |
| Register a weapon by name. More...
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CAVESTORY_MOD_API bool | CSM_RegisterWeapon (int iWeaponIndex, CSM_Weapon_ShootFunc pFunc) |
| Register a weapon. More...
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CAVESTORY_MOD_API bool | CSM_RegisterBullet (int iBulletIndex, CSM_Bullet_ActFunc pFunc) |
| Register a bullet. More...
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CAVESTORY_MOD_API bool | CSM_RegisterNpc (int iNpcIndex, CSM_Npc_ActFunc pFunc) |
| Register an NPC. More...
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CAVESTORY_MOD_API int | CSM_RegisterCaret (CSM_Caret_ActFunc pFunc, int iWidth, int iHeight) |
| Register a caret. More...
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CAVESTORY_MOD_API BOOL | CSM_RegisterPlayerState (const char *pStateName, unsigned long long int iFlags, unsigned int iTransmitFlags, PlayerState_ActFuncType pActFunc, PlayerState_AnimFuncType pAnimFunc, PlayerState_DrawFuncType pDrawFunc=NULL, int *pPlayerStateIndex=NULL, unsigned int iIndexOverride=0, PlayerStateAnimator_OutputType iOutputType=PlayerStateAnimator_OutputType::PSAOT_PLAYER_FRAME) |
| Register a player state. More...
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CAVESTORY_MOD_API BOOL | CSM_RegisterTextScriptCommand (const char *pCmdName, const char *pShortDesc, const char *pDesc, const char *pArgs, void(*pFuncPtr)(int &, int &, int &, int &, bool &, int &)) |
| Register a textscript command. More...
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CAVESTORY_MOD_API void | CSM_ResetNetScoreTypes () |
| Reset all NetScore types.
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Function hooking.
Hooking functions to various game aspects.
◆ CSM_FindNetScoreType()
Fetch a NetScoreType by name.
- Parameters
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pName | The internal name of the score type we want. |
pOut | Holds the result. Is set to NULL if the type couldn't be found. |
- Returns
- Returns TRUE on success, FALSE otherwise.
◆ CSM_FindNetScoreTypeByHash()
Fetch a NetScoreType by name hash.
- Parameters
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iNameHash | The hash of the score type we want. |
pOut | Holds the result. Is set to NULL if the type couldn't be found. |
- Returns
- Returns TRUE on success, FALSE otherwise.
◆ CSM_RegisterBullet()
Register a bullet.
- Parameters
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iBulletIndex | The bullet that this act function belongs to. |
pFunc | A pointer to the act function to add. |
- Returns
- Returns true on success, false otherwise.
- Note
- The function added here will be used every frame that the game is not frozen on.
◆ CSM_RegisterCaret()
Register a caret.
- Parameters
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pActFunc | The caret's act function |
iWidth | The width of the caret, in pixels. Not subpixels / magnified. |
iHeight | The height of the caret, in pixels. Not subpixels / magnified. |
- Returns
- Returns the index of the registered caret on success, otherwise returns -1 on fail.
◆ CSM_RegisterNetScoreType()
CAVESTORY_MOD_API BOOL CSM_RegisterNetScoreType |
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const char * |
pName, |
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const char * |
pUIFormat, |
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const char * |
pUIDynamicFormat, |
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unsigned long long int |
iMaskBits = 0 , |
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unsigned long long int |
iFlags = 0 , |
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CSM_NetScore_GetScoreModifyAmount |
pModifyFunc = NULL |
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) |
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Register a NetScoreType by name.
- Parameters
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pName | The internal name of this score type. |
pUIFormat | The format of the string on the stats page. Something like "Players Killed: $TOTAL$ ($MOST$ Killstreak)". Possible keywords are "$TOTAL$", "$MOST$" and "$LIFE$". |
pUIDynamicFormat | The format of the string on the stats page, but with a dynamic "%s" insert. |
iMaskBits | The mask bits for this score type. |
iFlags | The flags to set for this score type. |
pModifyFunc | A pointer to the function that will determine the amount of points to modify. |
- Returns
- Returns true on success, false otherwise.
- See also
- NetScoreMaskBits
◆ CSM_RegisterNpc()
Register an NPC.
- Parameters
-
iNpcIndex | The NPC's index |
pFunc | The NPC's act function. |
- Returns
- Returns true on success, false otherwise.
◆ CSM_RegisterPlayerState()
Register a player state.
- Parameters
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pStateName | The name of the player state. |
iFlags | The flags for this state. |
iTransmitFlags | The networking transmit flags. |
pActFunc | The act function for this player state. |
pAnimFunc | The animation function for this player state. |
pDrawFunc | The draw function for this player state. Can be NULL. |
pPlayerStateIndex | A pointer to an int that will hold the index that this player state was assigned to. |
iIndexOverride | Use this to override a existing player state. Pass '0' to this arg to append it as a new playerstate. |
iOutputType | Tells the animation system how to parse the return value from the animate function for this player state. |
◆ CSM_RegisterTextScriptCommand()
CAVESTORY_MOD_API BOOL CSM_RegisterTextScriptCommand |
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const char * |
pCmdName, |
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const char * |
pShortDesc, |
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const char * |
pDesc, |
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const char * |
pArgs, |
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void(*)(int &, int &, int &, int &, bool &, int &) |
pFuncPtr |
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Register a textscript command.
- Parameters
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pCmdName | The command's name. If this string is not three characters in size, then this function will fail. |
pShortDesc | The command's short-hand description. Ex: <TRA has the shorthand description "TRAnsport" |
pDesc | A description of what the command does. |
pArgs | A string containing the argument types for each argument. Should length of the string shoul correspond to the number of arguments there are. |
pFuncPtr | A pointer to the actual TSC function. |
- Returns
- Returns true on success, false on failure.
◆ CSM_RegisterWeapon()
Register a weapon.
- Parameters
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iWeaponIndex | The bullet that this act function belongs to. |
pFunc | A pointer to the shoot function. |
- Returns
- Returns true on success, false otherwise.
- Note
- The function added here will be used every frame that the game is not frozen on.
◆ CSM_RegisterWeaponByName()
Register a weapon by name.
- Parameters
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pWeaponName | The (case-insensitive) name of the weapon to map the function to. |
pFunc | A pointer to the shoot function. |
- Returns
- Returns true on success, false otherwise.
- Note
- The function added here will be used every frame that the game is not frozen on.