Add console enabling option. Improved logs
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@@ -27,6 +27,7 @@ std::shared_ptr<spdlog::logger> logger;
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// Plugin states
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static bool AOBScanDone = false;
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static bool g_Console = false;
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static bool g_fix_enabled = false;
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static bool g_fov_fix_enabled = false;
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static bool g_ultrawide_fix_enabled = false;
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@@ -245,13 +246,13 @@ extern "C" __declspec(dllexport) void SetFixEnabled(bool enabled, bool init)
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if (!init && Vignettingaddress) VignettingFixEnabled();
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if (!init && Fogaddress) FogFixEnabled();
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if (!init && VolumetricFogaddress) VolumetricFogFixEnabled();
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HUDFixEnabled();
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if (!init && GObjectsaddress && AppendStringaddress && ProcessEventaddress) EnableConsole();
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}
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// Setters for Reshade addon call
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extern "C" __declspec(dllexport) void SetFixesEnabled(GameFixes fix, bool enabled)
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{ // Set each fix individually
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if (fix == GameFixes::DevConsole) EnableConsole();
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if (fix == GameFixes::DevConsole) { g_Console = enabled; EnableConsole(); };
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if (fix == GameFixes::FOV) { g_fov_fix_enabled = enabled; FOVFixEnabled(); }
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if (fix == GameFixes::UltraWide) { g_ultrawide_fix_enabled = enabled; UltraWideFixEnabled(); }
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if (fix == GameFixes::Camera) { g_Camera_fix_enabled = enabled; CameraFixEnabled(); }
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@@ -457,20 +458,19 @@ static void VolumetricFogFixEnabled() {
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// UE Console creation
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static void EnableConsole()
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{
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logger->info("-------------- Console re-enabling --------------");
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if (!GObjectsaddress || !AppendStringaddress || !ProcessEventaddress) {
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//if (!GObjectsaddress || !GNamesaddress || !ProcessEventaddress) {
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logger->warn("Could not re-enable console");
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logger->info("------------------ User inputs ------------------");
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if (g_Console_Enabled || !g_Console || !GObjectsaddress || !AppendStringaddress || !ProcessEventaddress) {
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if (!g_Console && g_fix_enabled)
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logger->info("------------------ User inputs ------------------");
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return;
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}
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logger->info("-------------- Console re-enabling --------------");
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std::thread([&]() {
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auto start = std::chrono::high_resolution_clock::now(); // Measure the time to renable console
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UEngine* Engine = nullptr;
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for (int i = 0; i < 100; ++i) { // gives 10 seconds to find UE Engine
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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for (int i = 0; i < 10; ++i) { // gives 10 seconds to find UE Engine
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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Engine = UEngine::GetEngine();
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if (Engine && Engine->ConsoleClass && Engine->GameViewport)
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break;
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