Added Starfield. Removed the need of ASI loader.
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@@ -5,7 +5,6 @@
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#include <reshade.hpp>
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#include <fstream>
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#include <string>
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#include <Windows.h>
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// Core game dll functions declarations
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typedef void (*SetBoolFn)(bool,bool);
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@@ -67,7 +66,7 @@ const char* DONATION_URL = "https://buymeacoffee.com/k4sh44";
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static void LoadFixDLL()
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{
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if (fixLib) return;
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fixLib = GetModuleHandleA("UnchartedLOTCCore.asi");
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fixLib = LoadLibraryA("UnchartedLOTCCore.dll");
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if (!fixLib) {
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MessageBoxA(nullptr, "Impossible to load game core dll", "Erreur", MB_OK);
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@@ -214,7 +213,7 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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// Generic fix
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ImGui::SetCursorPos(ImVec2(10, 60));
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ImGui::BeginChild("AllFixesHeader", ImVec2(220, 0), false); // true = bordure
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ImGui::BeginChild("AllFixesHeader", ImVec2(220, 0), false); // true = border
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if (ImGui::CollapsingHeader("Enable fixes", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30));
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if (ImGui::Checkbox("Fix enabled", &fix_enabled)) {
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@@ -226,7 +225,7 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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// FOV adjustment
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ImGui::SetCursorPos(ImVec2(10, 120));
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ImGui::BeginChild("FOVHeader", ImVec2(220, 0), false); // true = bordure
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ImGui::BeginChild("FOVHeader", ImVec2(220, 0), false);
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if (ImGui::CollapsingHeader("In game additional FOV", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30));
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ImGui::SetNextItemWidth(150.0f);
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@@ -239,7 +238,7 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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ImGui::EndChild();
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ImGui::SetCursorPos(ImVec2(10, 180));
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ImGui::BeginChild("PhotoFOVHeader", ImVec2(220, 0), false); // true = bordure
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ImGui::BeginChild("PhotoFOVHeader", ImVec2(220, 0), false);
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if (ImGui::CollapsingHeader("Photo mode additional FOV", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30));
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ImGui::SetNextItemWidth(150.0f);
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@@ -252,7 +251,7 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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ImGui::EndChild();
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ImGui::SetCursorPos(ImVec2(10, 240));
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ImGui::BeginChild("AspectHeader", ImVec2(220, 0), false); // true = bordure
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ImGui::BeginChild("AspectHeader", ImVec2(220, 0), false);
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if (ImGui::CollapsingHeader("Game aspect ratio", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30));
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if (ImGui::InputFloat("", &aspectRatiovalue, 0.0f, 0.0f, "% .2f")) {
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@@ -264,7 +263,7 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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ImGui::EndChild();
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// Individual fixes
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ImGui::SetCursorPos(ImVec2(240, 60));
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ImGui::BeginChild("IndividualFixesHeader", ImVec2(250, 0), false); // true = bordure
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ImGui::BeginChild("IndividualFixesHeader", ImVec2(250, 0), false);
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if (ImGui::CollapsingHeader("Individual fixes", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30)); // FOV
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if (ImGui::Checkbox("Enable FOV fix", &fov_fix_enabled)) {
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@@ -306,9 +305,12 @@ static void on_overlay_draw(reshade::api::effect_runtime* runtime)
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// Fix status
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ImGui::SetCursorPos(ImVec2(10, 300));
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ImGui::Text("=============== Fix informations ===============");
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if (GetFOVIn && GetFOVOut)
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ImGui::BeginChild("INFOSHeader", ImVec2(480, 80), true);
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if (ImGui::CollapsingHeader("Fix informations", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SetCursorPos(ImVec2(5, 30));
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ImGui::Text("FOV In: %.2f, Out : %.2f", GetFOVIn(), GetFOVOut());
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}
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ImGui::EndChild();
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}
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// Main dll intrance
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