feat: add some low level error handling
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@@ -78,6 +78,7 @@ namespace Interlude
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(FARPROC&)__OnDie = (FARPROC)splice(
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GetProcAddress(hModule, "?OnDie@UGameEngine@@UAEHPAUUser@@AAVL2ParamStack@@@Z"), __OnDie_hook
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);
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Services::ServiceLocator::GetInstance().GetLogger()->Info(L"UGameEngine hooks initialized");
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}
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void GameEngineWrapper::Restore()
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@@ -94,6 +95,7 @@ namespace Interlude
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restore((void*&)__GetMaxTickRate);
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restore((void*&)__OnDie);
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restore((void*&)__Tick);
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Services::ServiceLocator::GetInstance().GetLogger()->Info(L"UGameEngine hooks restored");
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}
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void __fastcall GameEngineWrapper::__OnSkillListPacket_hook(GameEngine* This, uint32_t, L2ParamStack& stack)
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@@ -181,7 +183,7 @@ namespace Interlude
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if (_target == 0)
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{
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_target = This;
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Services::ServiceLocator::GetInstance().GetLogger()->Info(L"UGameEngine {:#010x} obtained", (int)_target);
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Services::ServiceLocator::GetInstance().GetLogger()->Info(L"UGameEngine pointer {:#010x} obtained", (int)_target);
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}
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(*__Tick)(This, deltaTime);
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