Add stamina and mana cheats toggles
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@@ -5,16 +5,20 @@ static OSDUpdateFn g_onUpdate;
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static OSDEndFn g_onEnd;
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// Reshade shader uniform variables
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reshade::api::effect_uniform_variable u_td_show = {};
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reshade::api::effect_uniform_variable u_td_show = {}; // Time dilation
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reshade::api::effect_uniform_variable u_td_enabled = {};
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reshade::api::effect_uniform_variable u_td_world = {};
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reshade::api::effect_uniform_variable u_td_AI = {};
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reshade::api::effect_uniform_variable u_td_world = {}; // Time dilation world
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reshade::api::effect_uniform_variable u_td_AI = {}; // Time dilation AI
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reshade::api::effect_uniform_variable u_GodMode_show = {};
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reshade::api::effect_uniform_variable u_GodMode_enabled = {};
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reshade::api::effect_uniform_variable u_IgnoreHits_show = {};
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reshade::api::effect_uniform_variable u_IgnoreHits_enabled = {};
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reshade::api::effect_uniform_variable u_Stealth_show = {};
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reshade::api::effect_uniform_variable u_Stealth_enabled = {};
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reshade::api::effect_uniform_variable u_Stamina_show = {};
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reshade::api::effect_uniform_variable u_Stamina_enabled = {};
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reshade::api::effect_uniform_variable u_Mana_show = {};
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reshade::api::effect_uniform_variable u_Mana_enabled = {};
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void ShowOSD(float duration, OSDUpdateFn onUpdate, OSDEndFn onEnd) {
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g_timer = duration;
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@@ -48,6 +52,10 @@ void FindAllUniformVariables(reshade::api::effect_runtime* runtime, const char*
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u_IgnoreHits_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "IgnoreHits_Enabled");
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u_Stealth_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowStealth");
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u_Stealth_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "Stealth_Enabled");
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u_Stamina_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowStamina");
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u_Stamina_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "Stamina_Enabled");
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u_Mana_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowMana");
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u_Mana_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "Mana_Enabled");
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}
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void ResetAllUniformVariables(reshade::api::effect_runtime* runtime, const char* effect_name) {
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