fix mod list enlarge sprite to make more sense + add more addresses

This commit is contained in:
HJfod 2022-09-05 01:10:11 +03:00
parent 6dc8660801
commit ce925f0bb2
2 changed files with 16 additions and 11 deletions

View file

@ -3313,7 +3313,7 @@ class HardStreak : cocos2d::CCDrawNode {
void reset() = mac 0x5c930;
void resumeStroke() = mac 0x5c210;
void stopStroke() = mac 0x5c8f0;
void updateStroke(float) = mac 0x5c240;
void updateStroke(float) = mac 0x5c240, win 0x14e530;
cocos2d::CCArray* m_pointsArr;
cocos2d::CCPoint m_currentPoint;
@ -4033,9 +4033,9 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
void playEndAnimationToPos(cocos2d::CCPoint) = mac 0x759a0, win 0x0, ios 0x0;
void playExitDualEffect(PlayerObject*) = mac 0x7d1d0, win 0x0, ios 0x0;
void playFlashEffect(float, int, float) = mac 0x75e50, win 0x0, ios 0x0;
void playGravityEffect(bool) = mac 0x7b5a0, win 0x0, ios 0x0;
void playGravityEffect(bool) = mac 0x7b5a0, win 0x207e00, ios 0x0;
void playSpeedParticle(float) = mac 0x77030, win 0x0, ios 0x0;
void playerWillSwitchMode(PlayerObject*, GameObject*) = mac 0x7b820, win 0x0, ios 0x0;
void playerWillSwitchMode(PlayerObject*, GameObject*) = mac 0x7b820, win 0x16b290, ios 0x0;
void prepareSpawnObjects() = mac 0x7fc00, win 0x0, ios 0x0;
void processItems() = mac 0x735c0, win 0x0, ios 0x0;
void processLoadedMoveActions() = mac 0x7a7c0, win 0x0, ios 0x0;
@ -4082,7 +4082,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
void timeForXPos2(float, bool) = mac 0x293eb0, win 0x1fd3d0, ios 0x0;
void toggleBGEffectVisibility(bool) = mac 0x7fe80, win 0x0, ios 0x0;
void toggleDualMode(GameObject*, bool, PlayerObject*, bool) = mac 0x7bf90, win 0x0, ios 0x0;
void toggleFlipped(bool, bool) = mac 0x7bdc0, win 0x0, ios 0x0;
void toggleFlipped(bool, bool) = mac 0x7bdc0, win 0x20ab20, ios 0x0;
void toggleGhostEffect(int) = mac 0x7fe40, win 0x0, ios 0x0;
void toggleGlitter(bool) = mac 0x70e00, win 0x0, ios 0x0;
void togglePracticeMode(bool) = mac 0x7f9e0, win 0x20d0d0, ios 0x0;
@ -4099,7 +4099,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
void updateEffectPositions() = mac 0x7a6d0, win 0x0, ios 0x0;
void updateLevelColors() = mac 0x6f1e0, win 0x0, ios 0x0;
void updateMoveObjectsLastPosition() = mac 0x7a720, win 0x0, ios 0x0;
void updateProgressbar() = mac 0x6ed70, win 0x0, ios 0x0;
void updateProgressbar() = mac 0x6ed70, win 0x69b40, ios 0x0;
void updateReplay(float) = mac 0x78b60, win 0x20af40, ios 0x0;
void updateTimeMod(float, bool) = mac 0x786f0, win 0x0, ios 0x0;
virtual void updateTweenAction(float, char const*) = mac 0x7ffb0, win 0x20d1f0, ios 0x0;
@ -4301,7 +4301,7 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
virtual void setVisible(bool) = mac 0x22e8b0, win 0x1fa860, ios 0x0;
virtual void setRotation(float) = mac 0x22e6e0, win 0x0, ios 0x0;
virtual void setOpacity(unsigned char) = mac 0x22d400, win 0x0, ios 0x0;
virtual void setColor(cocos2d::_ccColor3B const&) = mac 0x22cdf0, win 0x0, ios 0x0;
virtual void setColor(cocos2d::_ccColor3B const&) = mac 0x22cdf0, win 0x1f77f0, ios 0x0;
virtual void setFlipX(bool) = mac 0x22e720, win 0x1fa690, ios 0x0;
virtual void setFlipY(bool) = mac 0x22e7b0, win 0x1fa740, ios 0x0;
virtual void resetObject() = mac 0x223170, win 0x1eecd0, ios 0x0;
@ -5095,7 +5095,9 @@ class UILayer : cocos2d::CCLayerColor {
void disableMenu() = mac 0x280960, win 0x0, ios 0x0;
void enableMenu() = mac 0x280940, win 0x0, ios 0x0;
void pCommand(cocos2d::CCNode*) = mac 0x280830, win 0x0, ios 0x0;
void toggleCheckpointsMenu(bool) = mac 0x280430, win 0x0, ios 0x0;
inline void toggleCheckpointsMenu(bool toggled) {
m_checkPointMenu->setVisible(toggled);
}
void onCheck(cocos2d::CCObject* sender) = mac 0x2803e0, win 0x25fb60, ios 0x0;
void onDeleteCheck(cocos2d::CCObject* sender) = mac 0x280410, win 0x25fc90, ios 0x0;
void onPause(cocos2d::CCObject* sender) = mac 0x2803c0, win 0x25fad0, ios 0x0;

View file

@ -60,17 +60,20 @@ bool ModListLayer::init() {
// add list display button
auto unextendedIconSpr = CCSprite::create("GJ_button_01.png");
// the button backgrounds are intentially the wrong way around,
// to match the behaviour of the smallModeIcon button on comments
// in level info
auto unextendedIconSpr = CCSprite::create("GJ_button_02.png");
unextendedIconSpr->setScale(.75f);
auto unextendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_extendedIcon_001.png");
auto unextendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_smallModeIcon_001.png");
unextendedIconTopSpr->setPosition(unextendedIconSpr->getContentSize() / 2);
unextendedIconSpr->addChild(unextendedIconTopSpr);
auto extendedIconSpr = CCSprite::create("GJ_button_02.png");
auto extendedIconSpr = CCSprite::create("GJ_button_01.png");
extendedIconSpr->setScale(.75f);
auto extendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_extendedIcon_001.png");
auto extendedIconTopSpr = CCSprite::createWithSpriteFrameName("GJ_smallModeIcon_001.png");
extendedIconTopSpr->setPosition(extendedIconSpr->getContentSize() / 2);
extendedIconSpr->addChild(extendedIconTopSpr);