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Plugins register modes (card, replaces, order, flag, players) and publish documents through reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_* widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing (throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog, reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition, reskate.session.world, reskate.tricks feed/gesture, and world entities. His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events. A native setup page is never written to while it closes into flag placement: its rows are not republished, the stock page is put back once the exit is over, and the stock Players slider is left alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's Confirm.
20 lines
1.0 KiB
C++
20 lines
1.0 KiB
C++
#pragma once
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#include <cstdint>
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// The game's own menu sounds, for the pages ReSkate draws in its pause menu. The game plays
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// them through its UI audio manager, which listens for one event
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// (Audio/UI/Manager/Events/DGO_UI_PlayOneShot_Event) carrying which sound
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// (Audio/_Systems/EnumTypeInfoAssets/DGO_Audio_UI_OneShot_Enum). This raises that event the
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// way the game's own code raises events, so the sounds are the game's, at the player's own
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// volume settings.
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namespace dingosdk::multiplayer {
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// Values of the game's enum.
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enum class UiSound : std::uint32_t { cancel = 0, navigate = 3, toggle = 5, select = 7, tab = 56, countdown = 57, go = 58 };
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// Discover the native event before a race reaches 3; warming emits no sound.
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void prepare_ui_sounds() noexcept;
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// Any thread: the sound is played at the next client tick (the newest asked for wins).
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void queue_ui_sound(std::uint32_t sound) noexcept;
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// Client thread, each tick while a world is up.
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void tick_ui_sounds(std::uintptr_t base, bool loading) noexcept;
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} // namespace dingosdk::multiplayer
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