diff options
author | aszlig <aszlig@nix.build> | 2020-02-10 06:12:19 +0100 |
---|---|---|
committer | aszlig <aszlig@nix.build> | 2020-02-10 06:18:13 +0100 |
commit | b1fb7970491a67cb41803c34563973bcd4129294 (patch) | |
tree | 049f3ecde130ab799ec1ad02b51d0683e748b042 /pkgs/profpatsch/execline | |
parent | a00edf982865a918d95ae822551e9c466cb9298c (diff) |
monogame-patcher: Also patch late-bound methods
This is something I encountered in Invisigun Heroes, where there is a virtual FileManagerAdapter class, which then gets bound to either the Desktop variant or any of the other ones. Since we always use the full path of the corresponding type/object, just adding the Callvirt to the opcodes we patch shouldn't interfere with any other games we patch that way and using an extra subcommand just for the Callvirt case would only add additional boilerplate for no additional benefits. Signed-off-by: aszlig <aszlig@nix.build>
Diffstat (limited to 'pkgs/profpatsch/execline')
0 files changed, 0 insertions, 0 deletions