fix: always update eye position#1253
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""" WalkthroughA memory patch is introduced in the Changes
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🧹 Nitpick comments (1)
src/Hooks.cpp (1)
1134-1139: No rollback mechanism for hard-patched byte
REL::safe_writepermanently overwrites the target byte, yet we never preserve the original value for potential unload or for other mods that might rely on it.
Consider storing the original byte once and restoring it during plugin unload / SKSE shutdown to keep the process state predictable.
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src/Hooks.cpp(1 hunks)
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🧠 Learnings (2)
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Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
src/Hooks.cpp (2)
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
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🔇 Additional comments (1)
src/Hooks.cpp (1)
1134-1139: Patch runs in VR despite stated non-VR intentThe new EyePosition byte patch sits after the
if (!REL::Module::IsVR()) { … }block, so it executes for every build (SE/AE/VR).
Your PR description and the AI summary both claim the patch is only applied when not in VR.Action:
- // Patch EyePosition … - { + if (!REL::Module::IsVR()) { + // Patch EyePosition … uintptr_t setupGeometryUpdateEyePosition = REL::RelocationID(100565, 107300).address() + REL::Relocate(0x50, 0x75); REL::safe_write(setupGeometryUpdateEyePosition + 6, uint8_t{ 1 }); }Either gate the write as above or update the documentation to reflect the real behaviour.
Likely an incorrect or invalid review comment.
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Fixes #1230
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