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Added class for Detour. It also detours the LoadLibrary function and thus has no problems if the game unloads the DX library and load it back again later.
Added some debug comments if logging mode is enabled.
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@@ -491,11 +491,13 @@ BOOL uMod_IDirect3DDevice9::ShowCursor(BOOL bShow)
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HRESULT uMod_IDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain)
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{
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Message("uMod_IDirect3DDevice9::CreateAdditionalSwapChain() %p\n", this);
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return(m_pIDirect3DDevice9->CreateAdditionalSwapChain(pPresentationParameters,pSwapChain));
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}
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HRESULT uMod_IDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
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{
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Message("uMod_IDirect3DDevice9::GetSwapChain() %p\n", this);
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return(m_pIDirect3DDevice9->GetSwapChain(iSwapChain,pSwapChain));
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}
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@@ -971,7 +973,7 @@ HRESULT uMod_IDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width,UINT Heigh
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HRESULT uMod_IDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget)
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{
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//Message( PRE_MESSAGE "::SetRenderTarget( %u, %p): %p\n", RenderTargetIndex, pRenderTarget, this);
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Message( PRE_MESSAGE "::SetRenderTarget( %u, %p): %p\n", RenderTargetIndex, pRenderTarget, this);
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{
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IDirect3DSurface9 *back_buffer;
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NormalRendering = false;
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