UwU
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commit
1cee186990
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@ -337,7 +337,11 @@ target_link_libraries(${PROJECT_NAME}
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${PLATFORM_LIBRARIES}
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${PLATFORM_LIBRARIES}
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${Ruby_LIBRARIES}
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${Ruby_LIBRARIES}
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Boost::boost ${Boost_LIBRARIES}
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Boost::boost ${Boost_LIBRARIES}
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${VORBISFILE_LIBRARIES})
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${VORBISFILE_LIBRARIES}
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winmm
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z
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)
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IF(APPLE)
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IF(APPLE)
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND cmake -P "${CMAKE_SOURCE_DIR}/patches/mac/CompleteBundle.cmake" VERBATIM)
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND cmake -P "${CMAKE_SOURCE_DIR}/patches/mac/CompleteBundle.cmake" VERBATIM)
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@ -32,7 +32,7 @@ void _attemptLinkSdk() {
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_playAnimation = (PluginPlayAnimation) GetProcAddress(hLib, "PluginPlayAnimation");
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_playAnimation = (PluginPlayAnimation) GetProcAddress(hLib, "PluginPlayAnimation");
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INIT_SUCCESS &= _playAnimation != NULL;
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INIT_SUCCESS &= _playAnimation != NULL;
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Debug() << "[_attempLinkSdk]Plugin method @" << (long)_playAnimation;
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Debug() << "[_attempLinkSdk]Plugin method @" << reinterpret_cast<void*>(_playAnimation);
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_openAnimation = (PluginOpenAnimation) GetProcAddress(hLib, "PluginOpenAnimation");
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_openAnimation = (PluginOpenAnimation) GetProcAddress(hLib, "PluginOpenAnimation");
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INIT_SUCCESS &= _openAnimation != NULL;
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INIT_SUCCESS &= _openAnimation != NULL;
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@ -138,7 +138,17 @@ RB_METHOD(nikoStart){
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POINT pos;
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POINT pos;
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pos.x = NIKO_X;
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pos.x = NIKO_X;
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pos.y = NIKO_Y;
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pos.y = NIKO_Y;
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ClientToScreen(syswindow.info.win.window, &pos);
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// idk if shState->rtData().window will work, i inserted it here so that project would at least be build
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SDL_PropertiesID props = SDL_GetWindowProperties(shState->rtData().window);
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HWND hwnd = (HWND)SDL_GetPointerProperty(
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props,
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SDL_PROP_WINDOW_WIN32_HWND_POINTER,
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NULL
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);
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ClientToScreen(hwnd, &pos);
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// Start process
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// Start process
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WCHAR path[MAX_PATH];
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WCHAR path[MAX_PATH];
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WCHAR args[MAX_PATH];
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WCHAR args[MAX_PATH];
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@ -181,7 +181,7 @@ static void setGamePathInRegistry() {
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#if defined WIN32
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#if defined WIN32
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// this logic is currently windows specific
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// this logic is currently windows specific
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char* dataDir = SDL_GetBasePath();
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const char* dataDir = SDL_GetBasePath();
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if (dataDir){
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if (dataDir){
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HKEY key;
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HKEY key;
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long keyOpenError = RegOpenKey(HKEY_CURRENT_USER, TEXT("Software\\OneShot\\"), &key);
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long keyOpenError = RegOpenKey(HKEY_CURRENT_USER, TEXT("Software\\OneShot\\"), &key);
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@ -207,7 +207,7 @@ static void setGamePathInRegistry() {
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}
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}
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RegCloseKey(key);
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RegCloseKey(key);
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}
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}
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SDL_free(dataDir);
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SDL_free((void*)dataDir);
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}
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}
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#endif
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#endif
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//TODO handle this for Linux/Mac
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//TODO handle this for Linux/Mac
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