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https://github.com/geode-sdk/geode.git
synced 2024-11-14 19:15:05 -05:00
fix mod list enlarge sprite to make more sense + add more addresses
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parent
6dc8660801
commit
ce925f0bb2
2 changed files with 16 additions and 11 deletions
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@ -3313,7 +3313,7 @@ class HardStreak : cocos2d::CCDrawNode {
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void reset() = mac 0x5c930;
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void resumeStroke() = mac 0x5c210;
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void stopStroke() = mac 0x5c8f0;
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void updateStroke(float) = mac 0x5c240;
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void updateStroke(float) = mac 0x5c240, win 0x14e530;
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cocos2d::CCArray* m_pointsArr;
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cocos2d::CCPoint m_currentPoint;
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@ -4033,9 +4033,9 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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void playEndAnimationToPos(cocos2d::CCPoint) = mac 0x759a0, win 0x0, ios 0x0;
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void playExitDualEffect(PlayerObject*) = mac 0x7d1d0, win 0x0, ios 0x0;
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void playFlashEffect(float, int, float) = mac 0x75e50, win 0x0, ios 0x0;
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void playGravityEffect(bool) = mac 0x7b5a0, win 0x0, ios 0x0;
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void playGravityEffect(bool) = mac 0x7b5a0, win 0x207e00, ios 0x0;
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void playSpeedParticle(float) = mac 0x77030, win 0x0, ios 0x0;
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void playerWillSwitchMode(PlayerObject*, GameObject*) = mac 0x7b820, win 0x0, ios 0x0;
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void playerWillSwitchMode(PlayerObject*, GameObject*) = mac 0x7b820, win 0x16b290, ios 0x0;
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void prepareSpawnObjects() = mac 0x7fc00, win 0x0, ios 0x0;
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void processItems() = mac 0x735c0, win 0x0, ios 0x0;
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void processLoadedMoveActions() = mac 0x7a7c0, win 0x0, ios 0x0;
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@ -4082,7 +4082,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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void timeForXPos2(float, bool) = mac 0x293eb0, win 0x1fd3d0, ios 0x0;
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void toggleBGEffectVisibility(bool) = mac 0x7fe80, win 0x0, ios 0x0;
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void toggleDualMode(GameObject*, bool, PlayerObject*, bool) = mac 0x7bf90, win 0x0, ios 0x0;
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void toggleFlipped(bool, bool) = mac 0x7bdc0, win 0x0, ios 0x0;
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void toggleFlipped(bool, bool) = mac 0x7bdc0, win 0x20ab20, ios 0x0;
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void toggleGhostEffect(int) = mac 0x7fe40, win 0x0, ios 0x0;
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void toggleGlitter(bool) = mac 0x70e00, win 0x0, ios 0x0;
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void togglePracticeMode(bool) = mac 0x7f9e0, win 0x20d0d0, ios 0x0;
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@ -4099,7 +4099,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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void updateEffectPositions() = mac 0x7a6d0, win 0x0, ios 0x0;
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void updateLevelColors() = mac 0x6f1e0, win 0x0, ios 0x0;
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void updateMoveObjectsLastPosition() = mac 0x7a720, win 0x0, ios 0x0;
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void updateProgressbar() = mac 0x6ed70, win 0x0, ios 0x0;
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void updateProgressbar() = mac 0x6ed70, win 0x69b40, ios 0x0;
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void updateReplay(float) = mac 0x78b60, win 0x20af40, ios 0x0;
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void updateTimeMod(float, bool) = mac 0x786f0, win 0x0, ios 0x0;
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virtual void updateTweenAction(float, char const*) = mac 0x7ffb0, win 0x20d1f0, ios 0x0;
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@ -4301,7 +4301,7 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
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virtual void setVisible(bool) = mac 0x22e8b0, win 0x1fa860, ios 0x0;
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virtual void setRotation(float) = mac 0x22e6e0, win 0x0, ios 0x0;
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virtual void setOpacity(unsigned char) = mac 0x22d400, win 0x0, ios 0x0;
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virtual void setColor(cocos2d::_ccColor3B const&) = mac 0x22cdf0, win 0x0, ios 0x0;
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virtual void setColor(cocos2d::_ccColor3B const&) = mac 0x22cdf0, win 0x1f77f0, ios 0x0;
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virtual void setFlipX(bool) = mac 0x22e720, win 0x1fa690, ios 0x0;
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virtual void setFlipY(bool) = mac 0x22e7b0, win 0x1fa740, ios 0x0;
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virtual void resetObject() = mac 0x223170, win 0x1eecd0, ios 0x0;
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@ -5095,7 +5095,9 @@ class UILayer : cocos2d::CCLayerColor {
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void disableMenu() = mac 0x280960, win 0x0, ios 0x0;
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void enableMenu() = mac 0x280940, win 0x0, ios 0x0;
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void pCommand(cocos2d::CCNode*) = mac 0x280830, win 0x0, ios 0x0;
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void toggleCheckpointsMenu(bool) = mac 0x280430, win 0x0, ios 0x0;
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inline void toggleCheckpointsMenu(bool toggled) {
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m_checkPointMenu->setVisible(toggled);
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}
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void onCheck(cocos2d::CCObject* sender) = mac 0x2803e0, win 0x25fb60, ios 0x0;
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void onDeleteCheck(cocos2d::CCObject* sender) = mac 0x280410, win 0x25fc90, ios 0x0;
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void onPause(cocos2d::CCObject* sender) = mac 0x2803c0, win 0x25fad0, ios 0x0;
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@ -60,17 +60,20 @@ bool ModListLayer::init() {
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// add list display button
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auto unextendedIconSpr = CCSprite::create("GJ_button_01.png");
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// the button backgrounds are intentially the wrong way around,
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// to match the behaviour of the smallModeIcon button on comments
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// in level info
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auto unextendedIconSpr = CCSprite::create("GJ_button_02.png");
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unextendedIconSpr->setScale(.75f);
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auto unextendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_extendedIcon_001.png");
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auto unextendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_smallModeIcon_001.png");
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unextendedIconTopSpr->setPosition(unextendedIconSpr->getContentSize() / 2);
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unextendedIconSpr->addChild(unextendedIconTopSpr);
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auto extendedIconSpr = CCSprite::create("GJ_button_02.png");
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auto extendedIconSpr = CCSprite::create("GJ_button_01.png");
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extendedIconSpr->setScale(.75f);
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auto extendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_extendedIcon_001.png");
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auto extendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_smallModeIcon_001.png");
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extendedIconTopSpr->setPosition(extendedIconSpr->getContentSize() / 2);
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extendedIconSpr->addChild(extendedIconTopSpr);
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