Removed refs from weapons/, WeaponEffects moved

This commit is contained in:
Sergeanur
2020-04-16 01:56:15 +03:00
parent b9a8ad9481
commit f435455bde
6 changed files with 8 additions and 8 deletions

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@ -19,7 +19,7 @@
#include "WaterLevel.h"
#include "World.h"
CExplosion(&gaExplosion)[NUM_EXPLOSIONS] = *(CExplosion(*)[NUM_EXPLOSIONS])*(uintptr*)0x64E208;
CExplosion gaExplosion[NUM_EXPLOSIONS];
// these two were not initialised in original code, I'm really not sure what were they meant to be
RwRGBA colMedExpl = { 0, 0, 0, 0 };

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@ -46,4 +46,4 @@ public:
static void RemoveAllExplosionsInArea(CVector pos, float radius);
};
extern CExplosion (&gaExplosion)[NUM_EXPLOSIONS];
extern CExplosion gaExplosion[NUM_EXPLOSIONS];

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@ -13,8 +13,8 @@
#include "Weapon.h"
#include "World.h"
CProjectileInfo (&gaProjectileInfo)[NUM_PROJECTILES] = *(CProjectileInfo(*)[NUM_PROJECTILES])*(uintptr*)0x64ED50;
CProjectile* (&CProjectileInfo::ms_apProjectile)[NUM_PROJECTILES] = *(CProjectile*(*)[NUM_PROJECTILES])*(uintptr*)0x87C748;
CProjectileInfo gaProjectileInfo[NUM_PROJECTILES];
CProjectile *CProjectileInfo::ms_apProjectile[NUM_PROJECTILES];
void
CProjectileInfo::Initialise()

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@ -9,14 +9,14 @@ class CProjectileInfo
{
public:
eWeaponType m_eWeaponType;
CEntity* m_pSource;
CEntity *m_pSource;
uint32 m_nExplosionTime;
bool m_bInUse;
CVector m_vecPos;
public:
static CProjectileInfo* GetProjectileInfo(int32 id);
static CProjectile* (&ms_apProjectile)[NUM_PROJECTILES];
static CProjectileInfo *GetProjectileInfo(int32 id);
static CProjectile *ms_apProjectile[NUM_PROJECTILES];
static void Initialise();
static void Shutdown();
@ -29,4 +29,4 @@ public:
static bool IsProjectileInRange(float x1, float x2, float y1, float y2, float z1, float z2, bool remove);
};
extern CProjectileInfo (&gaProjectileInfo)[NUM_PROJECTILES];
extern CProjectileInfo gaProjectileInfo[NUM_PROJECTILES];

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@ -0,0 +1,106 @@
#include "common.h"
#include "patcher.h"
#include "WeaponEffects.h"
#include "TxdStore.h"
#include "Sprite.h"
RwTexture *gpCrossHairTex;
RwRaster *gpCrossHairRaster;
CWeaponEffects gCrossHair;
CWeaponEffects::CWeaponEffects()
{
}
CWeaponEffects::~CWeaponEffects()
{
}
void
CWeaponEffects::Init(void)
{
gCrossHair.m_bActive = false;
gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
gCrossHair.m_nRed = 0;
gCrossHair.m_nGreen = 0;
gCrossHair.m_nBlue = 0;
gCrossHair.m_nAlpha = 255;
gCrossHair.m_fSize = 1.0f;
gCrossHair.m_fRotation = 0.0f;
CTxdStore::PushCurrentTxd();
int32 slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
gpCrossHairTex = RwTextureRead("crosshair", nil);
gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex);
CTxdStore::PopCurrentTxd();
}
void
CWeaponEffects::Shutdown(void)
{
RwTextureDestroy(gpCrossHairTex);
}
void
CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
{
gCrossHair.m_bActive = true;
gCrossHair.m_vecPos = pos;
gCrossHair.m_nRed = red;
gCrossHair.m_nGreen = green;
gCrossHair.m_nBlue = blue;
gCrossHair.m_nAlpha = alpha;
gCrossHair.m_fSize = size;
}
void
CWeaponEffects::ClearCrossHair(void)
{
gCrossHair.m_bActive = false;
}
void
CWeaponEffects::Render(void)
{
if ( gCrossHair.m_bActive )
{
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
RwV3d pos;
float w, h;
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
{
float recipz = 1.0f / pos.z;
CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z,
gCrossHair.m_fSize * w, gCrossHair.m_fSize * h,
gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255,
recipz, 255);
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
}
}
STARTPATCHES
//InjectHook(0x564C40, CWeaponEffects::CWeaponEffects, PATCH_JUMP);
//InjectHook(0x564C50, CWeaponEffects::~CWeaponEffects, PATCH_JUMP);
InjectHook(0x564C60, CWeaponEffects::Init, PATCH_JUMP);
InjectHook(0x564CF0, CWeaponEffects::Shutdown, PATCH_JUMP);
InjectHook(0x564D00, CWeaponEffects::MarkTarget, PATCH_JUMP);
InjectHook(0x564D60, CWeaponEffects::ClearCrossHair, PATCH_JUMP);
InjectHook(0x564D70, CWeaponEffects::Render, PATCH_JUMP);
ENDPATCHES

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@ -0,0 +1,27 @@
#pragma once
class CWeaponEffects
{
public:
bool m_bActive;
char _pad[3];
CVector m_vecPos;
uint8 m_nRed;
uint8 m_nGreen;
uint8 m_nBlue;
uint8 m_nAlpha;
float m_fSize;
float m_fRotation;
public:
CWeaponEffects();
~CWeaponEffects();
static void Init(void);
static void Shutdown(void);
static void MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size);
static void ClearCrossHair(void);
static void Render(void);
};
VALIDATE_SIZE(CWeaponEffects, 0x1C);