diff options
author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-03-28 23:55:23 +0300 |
---|---|---|
committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-03-28 23:55:23 +0300 |
commit | 194ddc5f40835476673655bd3895f2b7fe7fee0c (patch) | |
tree | 530ef79acd32c90ce5ef5d545a04d4d09b5abfb7 /src/render/WeaponEffects.cpp | |
parent | c056871e0766c587e45797405f6432715beba810 (diff) |
CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names
Diffstat (limited to 'src/render/WeaponEffects.cpp')
-rw-r--r-- | src/render/WeaponEffects.cpp | 111 |
1 files changed, 86 insertions, 25 deletions
diff --git a/src/render/WeaponEffects.cpp b/src/render/WeaponEffects.cpp index 932c661e..1c29caf8 100644 --- a/src/render/WeaponEffects.cpp +++ b/src/render/WeaponEffects.cpp @@ -1,45 +1,106 @@ #include "common.h" #include "patcher.h" #include "WeaponEffects.h" - #include "TxdStore.h" +#include "Sprite.h" + +RwTexture *gpCrossHairTex; +RwRaster *gpCrossHairRaster; -WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); } +CWeaponEffects gCrossHair; -CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC; +CWeaponEffects::CWeaponEffects() +{ + +} + +CWeaponEffects::~CWeaponEffects() +{ + +} void -CWeaponEffects::ClearCrossHair() +CWeaponEffects::Init(void) { - gCrossHair.m_bCrosshair = false; + 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 slut = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slut); + + gpCrossHairTex = RwTextureRead("crosshair", NULL); + 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_bCrosshair = true; + gCrossHair.m_bActive = true; gCrossHair.m_vecPos = pos; - gCrossHair.m_red = red; - gCrossHair.m_green = green; - gCrossHair.m_blue = blue; - gCrossHair.m_alpha = alpha; - gCrossHair.m_size = size; + gCrossHair.m_nRed = red; + gCrossHair.m_nGreen = green; + gCrossHair.m_nBlue = blue; + gCrossHair.m_nAlpha = alpha; + gCrossHair.m_fSize = size; } void -CWeaponEffects::Init() +CWeaponEffects::ClearCrossHair(void) { - gCrossHair.m_bCrosshair = false; - gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f); - gCrossHair.m_red = 0; - gCrossHair.m_green = 0; - gCrossHair.m_blue = 0; - gCrossHair.m_alpha = 255; - gCrossHair.m_size = 1.0f; - gCrossHair.field_24 = 0; - CTxdStore::PushCurrentTxd(); - CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle")); - gCrossHair.m_pTexture = RwTextureRead("crosshair", nil); - gCrossHair.m_pRaster = gCrossHair.m_pTexture->raster; - CTxdStore::PopCurrentTxd(); + 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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