CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names

This commit is contained in:
Fire-Head
2020-03-28 23:55:23 +03:00
parent c056871e07
commit 194ddc5f40
30 changed files with 596 additions and 132 deletions

View File

@@ -1,45 +1,106 @@
#include "common.h"
#include "patcher.h"
#include "WeaponEffects.h"
#include "TxdStore.h"
#include "Sprite.h"
WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); }
RwTexture *gpCrossHairTex;
RwRaster *gpCrossHairRaster;
CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC;
CWeaponEffects gCrossHair;
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