hooked dx & implemented imgui#2
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Bump. |
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accept no kizzy |
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I will merge this soon. I've left it a bit too long deciding whether or not to add it, so there a few conflicts. |
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I think leaving crucial things like an unhook as an exercise to the reader would be counter intuitive for this source. It's honestly one of my biggest gripes with "source" hacks such as this. Either do it right and show how its done correctly, or leave the whole thing for somebody to figure out on their own. My thoughts on it. In fact, ill probably pr your pr so that it will get done right. A decent reader exercise would be as follows: Also , it would be a big win having it done right , as most sources conveniently leave it out |
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| LRESULT __stdcall hooks::WndProcess(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) | ||
| { | ||
| if (GetAsyncKeyState(GUI_KEY) & 1) |
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Why use GetAsyncKeyState in WndProc??? Just check wParam(?) and uMsg 😟
since you've done a tutorial on this already i thought of just doing it the fashion way and boom your base has a menu now for future work, i didn't disable game input left that as an exercise for the reader/user
edit: i should mention i did not restore wndproc or release dx so you might crash upon uninject, another exercise for the reader :D