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authoraap <aap@papnet.eu>2019-05-15 16:52:37 +0200
committeraap <aap@papnet.eu>2019-05-15 16:52:37 +0200
commit600bf0351476a5a21aabb5429132ddf7f52ac0b9 (patch)
treed8e48b3a581679e33830fb7c98ed69e1e242e2c2 /src/render/Clouds.cpp
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Diffstat (limited to '')
-rw-r--r--src/render/Clouds.cpp430
1 files changed, 430 insertions, 0 deletions
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp
new file mode 100644
index 00000000..64bc93e8
--- /dev/null
+++ b/src/render/Clouds.cpp
@@ -0,0 +1,430 @@
+#include "common.h"
+#include "patcher.h"
+#include "Sprite.h"
+#include "General.h"
+#include "Coronas.h"
+#include "Camera.h"
+#include "TxdStore.h"
+#include "Weather.h"
+#include "Clock.h"
+#include "Timer.h"
+#include "Timecycle.h"
+#include "Renderer.h"
+#include "Clouds.h"
+
+#define SMALLSTRIPHEIGHT 4.0f
+#define HORIZSTRIPHEIGHT 48.0f
+
+RwTexture **gpCloudTex = (RwTexture**)0x9411C0; //[5];
+
+float &CClouds::CloudRotation = *(float*)0x8F5F40;
+uint32 &CClouds::IndividualRotation = *(uint32*)0x943078;
+
+float &CClouds::ms_cameraRoll = *(float*)0x8F29CC;
+float &CClouds::ms_horizonZ = *(float*)0x8F31C0;
+CRGBA &CClouds::ms_colourTop = *(CRGBA*)0x94143C;
+CRGBA &CClouds::ms_colourBottom = *(CRGBA*)0x8F2C38;
+
+void
+CClouds::Init(void)
+{
+ CTxdStore::PushCurrentTxd();
+ CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
+ gpCloudTex[0] = RwTextureRead("cloud1", nil);
+ gpCloudTex[1] = RwTextureRead("cloud2", nil);
+ gpCloudTex[2] = RwTextureRead("cloud3", nil);
+ gpCloudTex[3] = RwTextureRead("cloudhilit", nil);
+ gpCloudTex[4] = RwTextureRead("cloudmasked", nil);
+ CTxdStore::PopCurrentTxd();
+ CloudRotation = 0.0f;
+}
+
+void
+CClouds::Update(void)
+{
+ float s = sin(TheCamera.Orientation - 0.85f);
+ CloudRotation += CWeather::Wind*s*0.0025f;
+ IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f;
+}
+
+
+void
+CClouds::Render(void)
+{
+ int i;
+ float szx, szy;
+ RwV3d screenpos;
+ RwV3d worldpos;
+
+ CCoronas::SunBlockedByClouds = false;
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ CSprite::InitSpriteBuffer();
+
+ int minute = CClock::GetHours()*60 + CClock::GetMinutes();
+ RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
+
+ float coverage = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage;
+
+ // Moon
+ int moonfadeout = abs(minute - 180); // fully visible at 3AM
+ if(moonfadeout < 180){ // fade in/out 3 hours
+ int brightness = (1.0f - coverage) * (180 - moonfadeout);
+ RwV3d pos = { 0.0f, -100.0f, 15.0f };
+ RwV3dAdd(&worldpos, &campos, &pos);
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[2]->raster);
+ if(CCoronas::bSmallMoon){
+ szx *= 4.0f;
+ szy *= 4.0f;
+ }else{
+ szx *= 10.0f;
+ szy *= 10.0f;
+ }
+ CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
+ szx, szy, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
+ }
+ }
+
+ // The R* logo
+ int starintens = 0;
+ if(CClock::GetHours() < 22 && CClock::GetHours() > 5)
+ starintens = 0;
+ else if(CClock::GetHours() > 22 || CClock::GetHours() < 5)
+ starintens = 255;
+ else if(CClock::GetHours() == 22)
+ starintens = 255 * CClock::GetMinutes()/60.0f;
+ else if(CClock::GetHours() == 5)
+ starintens = 255 * (60 - CClock::GetMinutes())/60.0f;
+ if(starintens != 0){
+ // R
+ static float StarCoorsX[9] = { 0.0f, 0.05f, 0.12f, 0.5f, 0.8f, 0.6f, 0.27f, 0.55f, 0.75f };
+ static float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
+ static float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
+ int brightness = (1.0f - coverage) * starintens;
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ for(i = 0; i < 11; i++){
+ RwV3d pos = { 100.0f, 0.0f, 10.0f };
+ if(i >= 9) pos.x = -pos.x;
+ RwV3dAdd(&worldpos, &campos, &pos);
+ worldpos.y -= 90.0f*StarCoorsX[i%9];
+ worldpos.z += 80.0f*StarCoorsY[i%9];
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
+ float sz = 0.8f*StarSizes[i%9];
+ CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
+ szx*sz, szy*sz, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
+ }
+ }
+ CSprite::FlushSpriteBuffer();
+
+ // *
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ RwV3d pos = { 100.0f, 0.0f, 10.0f };
+ RwV3dAdd(&worldpos, &campos, &pos);
+ worldpos.y -= 90.0f;
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
+ brightness *= (CGeneral::GetRandomNumber()&127) / 640.0f + 0.5f;
+ CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
+ szx*5.0f, szy*5.0f, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
+ }
+ }
+
+ // Low clouds
+ static float LowCloudsX[12] = { 1.0f, 0.7f, 0.0f, -0.7f, -1.0f, -0.7f,
+ 0.0f, 0.7f, 0.8f, -0.8f, 0.4f, -0.4f };
+ static float LowCloudsY[12] = { 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f,
+ 1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f };
+ static float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f,
+ 0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f };
+ float lowcloudintensity = 1.0f - coverage;
+ int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity;
+ int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity;
+ int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity;
+ for(int cloudtype = 0; cloudtype < 3; cloudtype++){
+ for(i = cloudtype; i < 12; i += 3){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[cloudtype]->raster);
+ RwV3d pos = { 800.0f*LowCloudsX[i], 800.0f*LowCloudsY[i], 60.0f*LowCloudsZ[i] };
+ worldpos.x = campos.x + pos.x;
+ worldpos.y = campos.y + pos.y;
+ worldpos.z = 40.0f + pos.z;
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false))
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(screenpos.x, screenpos.y, screenpos.z,
+ szx*320.0f, szy*40.0f, r, g, b, 255, 1.0f/screenpos.z, ms_cameraRoll, 255);
+ }
+ CSprite::FlushSpriteBuffer();
+ }
+
+ // Fluffy clouds
+ float rot_sin = sin(CloudRotation);
+ float rot_cos = cos(CloudRotation);
+ int fluffyalpha = 160 * (1.0f - CWeather::Foggyness);
+ if(fluffyalpha != 0){
+ static float CoorsOffsetX[37] = {
+ 0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f,
+ 9.0f, -3.0f, -8.4f, -18.0f, -15.0f, -36.0f,
+ -40.0f, -48.0f, -60.0f, -24.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, -30.0f, -20.0f, 10.0f, 30.0f,
+ 0.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f
+ };
+ static float CoorsOffsetY[37] = {
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, -30.0f, 10.0f,
+ -25.0f, -5.0f, 28.0f, -10.0f, 10.0f, 0.0f,
+ 15.0f, 40.0f, -100.0f, -100.0f, -100.0f, -100.0f,
+ -100.0f, -40.0f, -20.0f, 0.0f, 10.0f, 30.0f, 35.0f
+ };
+ static float CoorsOffsetZ[37] = {
+ 2.0f, 1.0f, 0.0f, 0.3f, 0.7f, 1.4f,
+ 1.7f, 0.24f, 0.7f, 1.3f, 1.6f, 1.0f,
+ 1.2f, 0.3f, 0.7f, 1.4f, 0.0f, 0.1f,
+ 0.5f, 0.4f, 0.55f, 0.75f, 1.0f, 1.4f,
+ 1.7f, 2.0f, 2.0f, 2.3f, 1.9f, 2.4f,
+ 2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f
+ };
+ static bool bCloudOnScreen[37];
+ float hilight;
+
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[4]->raster);
+ for(i = 0; i < 37; i++){
+ RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
+ worldpos.x = pos.x*rot_cos + pos.y*rot_sin + campos.x;
+ worldpos.y = pos.x*rot_sin - pos.y*rot_cos + campos.y;
+ worldpos.z = pos.z;
+
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
+ float sundist = sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
+ int tr = CTimeCycle::GetFluffyCloudsTopRed();
+ int tg = CTimeCycle::GetFluffyCloudsTopGreen();
+ int tb = CTimeCycle::GetFluffyCloudsTopBlue();
+ int br = CTimeCycle::GetFluffyCloudsBottomRed();
+ int bg = CTimeCycle::GetFluffyCloudsBottomGreen();
+ int bb = CTimeCycle::GetFluffyCloudsBottomBlue();
+ if(sundist < SCREENW/2){
+ hilight = (1.0f - coverage) * (1.0f - sundist/(SCREENW/2));
+ tr = tr*(1.0f-hilight) + 255*hilight;
+ tg = tg*(1.0f-hilight) + 190*hilight;
+ tb = tb*(1.0f-hilight) + 190*hilight;
+ br = br*(1.0f-hilight) + 255*hilight;
+ bg = bg*(1.0f-hilight) + 190*hilight;
+ bb = bb*(1.0f-hilight) + 190*hilight;
+ if(sundist < SCREENW/10)
+ CCoronas::SunBlockedByClouds = true;
+ }else
+ hilight = 0.0f;
+ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(screenpos.x, screenpos.y, screenpos.z,
+ szx*55.0f, szy*55.0f,
+ tr, tg, tb, br, bg, bb, 0.0f, -1.0f,
+ 1.0f/screenpos.z,
+ IndividualRotation/65336.0f * 2*3.14f + ms_cameraRoll,
+ fluffyalpha);
+ bCloudOnScreen[i] = true;
+ }else
+ bCloudOnScreen[i] = false;
+ }
+ CSprite::FlushSpriteBuffer();
+
+ // Highlights
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[3]->raster);
+
+ for(i = 0; i < 37; i++){
+ RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
+ worldpos.x = campos.x*rot_cos + campos.y*rot_sin + pos.x;
+ worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y;
+ worldpos.z = pos.z;
+ if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
+ // BUG: this is stupid....would have to do this for each cloud individually
+ if(hilight > 0.0f){
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(screenpos.x, screenpos.y, screenpos.z,
+ szx*30.0f, szy*30.0f,
+ 200*hilight, 0, 0, 255, 1.0f/screenpos.z,
+ 1.7f - CGeneral::GetATanOfXY(screenpos.x-CCoronas::SunScreenX, screenpos.y-CCoronas::SunScreenY) + CClouds::ms_cameraRoll, 255);
+ }
+ }
+ }
+ CSprite::FlushSpriteBuffer();
+ }
+
+ // Rainbow
+ if(CWeather::Rainbow != 0.0f){
+ static uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 };
+ static uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 };
+ static uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 };
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ for(i = 0; i < 6; i++){
+ RwV3d pos = { i*1.5f, 100.0f, 5.0f };
+ RwV3dAdd(&worldpos, &campos, &pos);
+ if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false))
+ CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
+ 2.0f*szx, 50.0*szy,
+ BowRed[i]*CWeather::Rainbow, BowGreen[i]*CWeather::Rainbow, BowBlue[i]*CWeather::Rainbow,
+ 255, 1.0f/screenpos.z, 255);
+
+ }
+ CSprite::FlushSpriteBuffer();
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+}
+
+bool
+UseDarkBackground(void)
+{
+ return RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera))->up.z < -0.9f ||
+ gbShowCollisionPolys;
+}
+
+void
+CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
+ int16 botred, int16 botgreen, int16 botblue, int16 alpha)
+{
+ RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera));
+ float c = sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
+ if(c > 1.0f)
+ c = 1.0f;
+ ms_cameraRoll = acos(c);
+ if(mat->right.z < 0.0f)
+ ms_cameraRoll = -ms_cameraRoll;
+
+ if(UseDarkBackground()){
+ ms_colourTop.r = 50;
+ ms_colourTop.g = 50;
+ ms_colourTop.b = 50;
+ ms_colourTop.a = 255;
+ if(gbShowCollisionPolys){
+ if(CTimer::GetFrameCounter() & 1){
+ ms_colourTop.r = 0;
+ ms_colourTop.g = 0;
+ ms_colourTop.b = 0;
+ }else{
+ ms_colourTop.r = 255;
+ ms_colourTop.g = 255;
+ ms_colourTop.b = 255;
+ }
+ }
+ ms_colourBottom = ms_colourTop;
+ CRect r(0, 0, SCREENW, SCREENH);
+ CSprite2d::DrawRect(r, ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
+ }else{
+ ms_horizonZ = CSprite::CalcHorizonCoors();
+
+ // Draw top/bottom gradient
+ float gradheight = SCREENH/2.0f;
+ float topedge = ms_horizonZ - gradheight;
+ float botpos, toppos;
+ if(ms_horizonZ > 0.0f && topedge < SCREENH){
+ ms_colourTop.r = topred;
+ ms_colourTop.g = topgreen;
+ ms_colourTop.b = topblue;
+ ms_colourTop.a = alpha;
+ ms_colourBottom.r = botred;
+ ms_colourBottom.g = botgreen;
+ ms_colourBottom.b = botblue;
+ ms_colourBottom.a = alpha;
+
+ if(ms_horizonZ < SCREENH)
+ botpos = ms_horizonZ;
+ else{
+ float f = (ms_horizonZ - SCREENH)/gradheight;
+ ms_colourBottom.r = topred*f + (1.0f-f)*botred;
+ ms_colourBottom.g = topgreen*f + (1.0f-f)*botgreen;
+ ms_colourBottom.b = topblue*f + (1.0f-f)*botblue;
+ botpos = SCREENH;
+ }
+ if(topedge >= 0.0f)
+ toppos = topedge;
+ else{
+ float f = (0.0f - topedge)/gradheight;
+ ms_colourTop.r = botred*f + (1.0f-f)*topred;
+ ms_colourTop.g = botgreen*f + (1.0f-f)*topgreen;
+ ms_colourTop.b = botblue*f + (1.0f-f)*topblue;
+ toppos = 0.0f;
+ }
+ CSprite2d::DrawRect(CRect(0, toppos, SCREENW, botpos),
+ ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
+ }
+
+ // draw the small stripe (whatever it's supposed to be)
+ if(ms_horizonZ > -SMALLSTRIPHEIGHT && ms_horizonZ < SCREENH){
+ // Same colour as fog
+ ms_colourTop.r = (topred + 2 * botred) / 3;
+ ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
+ ms_colourTop.b = (topblue + 2 * botblue) / 3;
+ CSprite2d::DrawRect(CRect(0, ms_horizonZ, SCREENW, ms_horizonZ+SMALLSTRIPHEIGHT),
+ ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop);
+ }
+
+ // Only top
+ if(topedge > 0.0f){
+ ms_colourTop.r = topred;
+ ms_colourTop.g = topgreen;
+ ms_colourTop.b = topblue;
+ ms_colourTop.a = alpha;
+ ms_colourBottom.r = topred;
+ ms_colourBottom.g = topgreen;
+ ms_colourBottom.b = topblue;
+ ms_colourBottom.a = alpha;
+
+ botpos = min(SCREENH, topedge);
+ CSprite2d::DrawRect(CRect(0, 0, SCREENW, botpos),
+ ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
+ }
+
+ // Set both to fog colour for RenderHorizon
+ ms_colourTop.r = (topred + 2 * botred) / 3;
+ ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
+ ms_colourTop.b = (topblue + 2 * botblue) / 3;
+ ms_colourBottom.r = (topred + 2 * botred) / 3;
+ ms_colourBottom.g = (topgreen + 2 * botgreen) / 3;
+ ms_colourBottom.b = (topblue + 2 * botblue) / 3;
+ }
+}
+
+void
+CClouds::RenderHorizon(void)
+{
+ if(UseDarkBackground())
+ return;
+
+ ms_colourBottom.a = 230;
+ ms_colourTop.a = 80;
+
+ if(ms_horizonZ > SCREENH)
+ return;
+
+ float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREENH);
+ CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREENW, z1),
+ ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
+
+ // This is just weird
+ float a = SCREENH/400.0f * HORIZSTRIPHEIGHT +
+ SCREENH/300.0f * max(TheCamera.GetPosition().z, 0.0f);
+ float b = TheCamera.GetUp().z < 0.0f ?
+ SCREENH :
+ SCREENH * fabs(TheCamera.GetRight().z);
+ float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
+ z2 = min(z2, SCREENH);
+ CSprite2d::DrawRect(CRect(0, z1, SCREENW, z2),
+ ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
+}
+
+STARTPATCHES
+ InjectHook(0x4F6C10, CClouds::Init, PATCH_JUMP);
+ InjectHook(0x4F6CE0, CClouds::Update, PATCH_JUMP);
+ InjectHook(0x4F6D90, CClouds::Render, PATCH_JUMP);
+ InjectHook(0x4F7F00, CClouds::RenderBackground, PATCH_JUMP);
+ InjectHook(0x4F85F0, CClouds::RenderHorizon, PATCH_JUMP);
+ENDPATCHES