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27 lines
1.5 KiB
C++
27 lines
1.5 KiB
C++
#pragma once
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#include "Extension/UI/Overlay/overlay.h"
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#include <cstdint>
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// ClientSkateThrowdown.OnDebugPrint runs every few frames of a S.K.A.T.E. throwdown (its re-post is
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// slowed from every frame to every 3; skate_debug_text_ran) and is its
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// only HUD — "Set a trick!", the trick to copy, everyone's S.K.A.T.E letters — all drawn
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// through debug text natives that retail reduced to stubs. That one graph's calls are
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// pointed at working ones and its text is drawn by the overlay.
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namespace dingosdk::multiplayer {
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// Called by the expression pump after that graph has run (client realm): patches the
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// graph once per loaded copy and publishes the text it drew this frame.
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void skate_debug_text_ran(std::uintptr_t base, std::uintptr_t vm) noexcept;
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// Overlay feed: the latest frame's text, empty once the graph stops running (and while
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// ReSkate's own HUD shows it instead).
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overlay::GameText skate_debug_text();
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// Overlay feed: the same frame read as messages and players for ReSkate's S.K.A.T.E. HUD,
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// empty while the game's debug text is shown instead.
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overlay::SkateHud skate_hud();
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// ReSkate's HUD (the default) or the game's own debug text.
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void set_skate_hud_reskate(bool reskate) noexcept;
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bool skate_hud_reskate() noexcept;
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// Everyone's S.K.A.T.E. letters added up, as the running throwdown's HUD last listed them
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// (its {Uid, Score} list), or -1 while none is showing. Any thread.
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int skate_letters_total() noexcept;
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} // namespace dingosdk::multiplayer
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