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- reskate.skater.joint and reskate.session.joint: where any joint of your skater or another player's is. - reskate.physics.tuning, find and tune: the trainer's tuning values, a plugin's set over the player's own and never saved. - reskate.skater.set_velocity: the board's velocity set or added to at the next on-board physics step, in the air too. - reskate.settings.set and the settings.write permission: a game setting held while the plugin keeps it, then put back; gameplay settings stay locked in multiplayer. - reskate.skater.pose: joints turned and scaled on top of the animation, in the pose drawn and sent. - The mesh tests build anim_core, which the session's joint publishing now uses.
25 lines
1.4 KiB
C++
25 lines
1.4 KiB
C++
#pragma once
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#include "plugin_game.h"
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#include <cstdint>
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#include <filesystem>
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// The wider set's game in the real game (plugin_game.h): each part through the function ReSkate's
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// own console or menu uses, under the same rules. Client thread. The binds players change on the
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// Binds page are kept in `storage`/binds.json.
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namespace dingosdk::plugins {
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Game& real_game(std::uintptr_t image_base, const std::filesystem::path& storage);
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// The client tick's camera phase, after Spectate's: shows the plugin camera, or gives it back.
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void apply_plugin_camera(std::uintptr_t image_base, std::uintptr_t client, bool ready, bool phase) noexcept;
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// Whether a plugin holds the skater still: noclip's input is then none.
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bool plugin_freeze_active() noexcept;
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// Whether a plugin's flight holds the controller (reskate.input.capture): the game gets none of it.
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bool plugin_input_capture() noexcept;
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// Each client tick: the local skater for plugins' clips (reskate.animation).
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void tick_plugin_animation(std::uintptr_t image_base, std::uintptr_t client) noexcept;
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// Each client tick: game settings plugins hold (reskate.settings.set) that change how the game plays
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// go back as a multiplayer session starts.
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void tick_plugin_settings() noexcept;
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// Each client tick: plugins' sounds (reskate.audio); `ready` while a level plays.
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void tick_plugin_sounds(std::uintptr_t image_base, std::uintptr_t client, bool ready) noexcept;
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}
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