| 519 |
|
|
| 520 |
|
DD_Patch_PrintWarning(); |
| 521 |
|
|
| 522 |
– |
|
| 522 |
|
//Fix crappy ai2_shownames |
| 523 |
|
if(1) |
| 524 |
|
{ |
| 528 |
|
DDrPatch_Byte((char*)(OniExe + 0x0008C9DF), 0x3F ); |
| 529 |
|
//texture width |
| 530 |
|
DDrPatch_NOOP((char*)(OniExe + 0x0008C9CA), 6 ); |
| 531 |
+ |
/* Crashes game. Perhaps only valid with the additional FLr-callhooks? Those |
| 532 |
+ |
didn't exist in source though. |
| 533 |
|
//Set the text color to whatever we like ;) |
| 534 |
|
DDrPatch_NOOP((char*)(OniExe + 0x0008C898), 6 ); |
| 535 |
|
DDrPatch_Byte((char*)(OniExe + 0x0008C898), 0x8B ); |
| 536 |
|
DDrPatch_Byte((char*)(OniExe + 0x0008C899), 0xCE ); |
| 537 |
+ |
*/ |
| 538 |
|
//FLATLINE? DDrPatch_MakeCall((void*)(OniExe + 0x0008C8A3), FLrHook_DebugNameShadeHack); |
| 539 |
|
|
| 540 |
|
//Make the background black for additive blending |
| 541 |
|
//FLATLINE? DDrPatch_MakeCall((void*)(OniExe + 0x0008C802), FLrHook_DebugNameTextureInit ); |
| 542 |
|
} |
| 543 |
|
|
| 542 |
– |
|
| 544 |
|
if(1) |
| 545 |
|
{ |
| 546 |
|
//DDrPatch_NOOP((char*)(OniExe + 0x000E1957), 6 ); |