Fix HUD in Sonic Heroes E3 Demo
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@ -6565,6 +6565,66 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetStreamSource)
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// ******************************************************************
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// * patch: IDirect3DVertexBuffer8_Lock
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// ******************************************************************
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VOID WINAPI XTL::EMUPATCH(D3DVertexBuffer_Lock)
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(
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X_D3DVertexBuffer *pVertexBuffer,
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UINT OffsetToLock,
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UINT SizeToLock,
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BYTE **ppbData,
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DWORD Flags
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)
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{
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FUNC_EXPORTS
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LOG_FUNC_BEGIN
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LOG_FUNC_ARG(pVertexBuffer)
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LOG_FUNC_ARG(OffsetToLock)
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LOG_FUNC_ARG(SizeToLock)
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LOG_FUNC_ARG(ppbData)
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LOG_FUNC_ARG(Flags)
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LOG_FUNC_END;
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// Pass through to the Xbox implementation of this function
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XB_trampoline(VOID, WINAPI, D3DVertexBuffer_Lock, (X_D3DVertexBuffer*, UINT, UINT, BYTE**, DWORD));
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XB_D3DVertexBuffer_Lock(pVertexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
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// Mark the resource as modified
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ForceResourceRehash(pVertexBuffer);
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}
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// ******************************************************************
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// * patch: IDirect3DVertexBuffer8_Lock2
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// ******************************************************************
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BYTE* WINAPI XTL::EMUPATCH(D3DVertexBuffer_Lock2)
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(
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X_D3DVertexBuffer *pVertexBuffer,
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DWORD Flags
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)
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{
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FUNC_EXPORTS
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LOG_FUNC_BEGIN
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LOG_FUNC_ARG(pVertexBuffer)
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LOG_FUNC_ARG(Flags)
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LOG_FUNC_END;
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// Pass through to the Xbox implementation of this function
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XB_trampoline(BYTE*, WINAPI, D3DVertexBuffer_Lock2, (X_D3DVertexBuffer*, DWORD));
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BYTE* pRet = XB_D3DVertexBuffer_Lock2(pVertexBuffer, Flags);
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// Mark the resource as modified
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ForceResourceRehash(pVertexBuffer);
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RETURN(pRet);
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}
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// ******************************************************************
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// ******************************************************************
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// * patch: D3DDevice_SetVertexShader
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// * patch: D3DDevice_SetVertexShader
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// ******************************************************************
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// ******************************************************************
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