weapons
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@@ -3,6 +3,9 @@
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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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#include "PlayerPed.h"
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#include "World.h"
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#include "WeaponType.h"
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RwTexture *gpCrossHairTex;
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RwRaster *gpCrossHairRaster;
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@@ -24,10 +27,10 @@ CWeaponEffects::Init(void)
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{
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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_nRed = 255;
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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_nAlpha = 127;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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@@ -46,9 +49,7 @@ void
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CWeaponEffects::Shutdown(void)
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{
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RwTextureDestroy(gpCrossHairTex);
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#ifdef GTA3_1_1_PATCH
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gpCrossHairTex = nil;
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#endif
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}
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void
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@@ -56,10 +57,6 @@ CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint
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{
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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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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@@ -72,12 +69,32 @@ CWeaponEffects::ClearCrossHair(void)
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void
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CWeaponEffects::Render(void)
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{
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static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
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{
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.4f, 0.4f,
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0.5f,
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0.3f,
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0.9f, 0.9f, 0.9f,
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0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
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0.1f, 0.1f,
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1.0f,
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0.6f,
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0.7f,
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0.0f, 0.0f
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};
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if ( gCrossHair.m_bActive )
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{
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float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (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(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
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RwV3d pos;
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@@ -85,15 +102,25 @@ CWeaponEffects::Render(void)
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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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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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w, h,
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255, 88, 100, 158,
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recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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float recipz2 = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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size*w, size*h,
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107, 134, 247, 158,
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recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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gCrossHair.m_fRotation += 0.02f;
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if ( gCrossHair.m_fRotation > TWOPI )
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gCrossHair.m_fRotation = 0.0;
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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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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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}
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}
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