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Consider the sample code below. I expect an AUG to be given instead of an AK-47 whenever an AK-47 is given to the player, however the game still gives the player an AK-47 instead. I wasn't able to find a usage of SetParam passing string, so I'm not sure if this is an existing issue.
DynamicHooks currently have a problem with strings in general, thats why hooking print related functions turns into garbage in the end, even if you change nothing related to any string
DynamicHooks currently have a problem with strings in general, thats why hooking print related functions turns into garbage in the end, even if you change nothing related to any string
Just to be clear, is this an issue within DynamicHooks API (C# and/or C++) or DynoHook? I'm trying to understand the current implementation, and so far I don't see where it could be failing.
DynamicHooks currently have a problem with strings in general, thats why hooking print related functions turns into garbage in the end, even if you change nothing related to any string
Just to be clear, is this an issue within DynamicHooks API (C# and/or C++) or DynoHook? I'm trying to understand the current implementation, and so far I don't see where it could be failing.
Consider the sample code below. I expect an AUG to be given instead of an AK-47 whenever an AK-47 is given to the player, however the game still gives the player an AK-47 instead. I wasn't able to find a usage of
SetParam
passingstring
, so I'm not sure if this is an existing issue.Note I'm using
HookMode.Pre
there.The text was updated successfully, but these errors were encountered: