CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names
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@@ -1,45 +1,106 @@
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#include "common.h"
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#include "patcher.h"
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#include "WeaponEffects.h"
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#include "TxdStore.h"
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#include "Sprite.h"
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WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); }
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RwTexture *gpCrossHairTex;
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RwRaster *gpCrossHairRaster;
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CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC;
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CWeaponEffects gCrossHair;
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CWeaponEffects::CWeaponEffects()
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{
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}
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CWeaponEffects::~CWeaponEffects()
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{
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}
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void
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CWeaponEffects::ClearCrossHair()
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CWeaponEffects::Init(void)
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{
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gCrossHair.m_bCrosshair = false;
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gCrossHair.m_bActive = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_nRed = 0;
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gCrossHair.m_nGreen = 0;
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gCrossHair.m_nBlue = 0;
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gCrossHair.m_nAlpha = 255;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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CTxdStore::PushCurrentTxd();
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int32 slut = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slut);
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gpCrossHairTex = RwTextureRead("crosshair", NULL);
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gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex);
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CTxdStore::PopCurrentTxd();
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}
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void
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CWeaponEffects::Shutdown(void)
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{
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RwTextureDestroy(gpCrossHairTex);
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}
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void
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CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
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{
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gCrossHair.m_bCrosshair = true;
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_red = red;
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gCrossHair.m_green = green;
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gCrossHair.m_blue = blue;
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gCrossHair.m_alpha = alpha;
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gCrossHair.m_size = size;
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gCrossHair.m_nRed = red;
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gCrossHair.m_nGreen = green;
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gCrossHair.m_nBlue = blue;
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gCrossHair.m_nAlpha = alpha;
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gCrossHair.m_fSize = size;
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}
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void
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CWeaponEffects::Init()
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CWeaponEffects::ClearCrossHair(void)
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{
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gCrossHair.m_bCrosshair = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_red = 0;
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gCrossHair.m_green = 0;
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gCrossHair.m_blue = 0;
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gCrossHair.m_alpha = 255;
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gCrossHair.m_size = 1.0f;
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gCrossHair.field_24 = 0;
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CTxdStore::PushCurrentTxd();
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CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
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gCrossHair.m_pTexture = RwTextureRead("crosshair", nil);
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gCrossHair.m_pRaster = gCrossHair.m_pTexture->raster;
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CTxdStore::PopCurrentTxd();
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gCrossHair.m_bActive = false;
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}
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void
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CWeaponEffects::Render(void)
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{
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if ( gCrossHair.m_bActive )
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{
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
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RwV3d pos;
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float w, h;
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if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
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{
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float recipz = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z,
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gCrossHair.m_fSize * w, gCrossHair.m_fSize * h,
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gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255,
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recipz, 255);
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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}
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}
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STARTPATCHES
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//InjectHook(0x564C40, CWeaponEffects::CWeaponEffects, PATCH_JUMP);
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//InjectHook(0x564C50, CWeaponEffects::~CWeaponEffects, PATCH_JUMP);
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InjectHook(0x564C60, CWeaponEffects::Init, PATCH_JUMP);
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InjectHook(0x564CF0, CWeaponEffects::Shutdown, PATCH_JUMP);
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InjectHook(0x564D00, CWeaponEffects::MarkTarget, PATCH_JUMP);
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InjectHook(0x564D60, CWeaponEffects::ClearCrossHair, PATCH_JUMP);
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InjectHook(0x564D70, CWeaponEffects::Render, PATCH_JUMP);
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ENDPATCHES
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