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path: root/src/render/WeaponEffects.cpp
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#include "common.h"
#include "patcher.h"
#include "WeaponEffects.h"
#include "TxdStore.h"
#include "Sprite.h"

RwTexture *gpCrossHairTex;
RwRaster *gpCrossHairRaster;

CWeaponEffects gCrossHair;

CWeaponEffects::CWeaponEffects()
{
	
}

CWeaponEffects::~CWeaponEffects()
{
	
}

void
CWeaponEffects::Init(void)
{
    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_bActive = true;
    gCrossHair.m_vecPos = pos;
    gCrossHair.m_nRed = red;
    gCrossHair.m_nGreen = green;
    gCrossHair.m_nBlue = blue;
    gCrossHair.m_nAlpha = alpha;
    gCrossHair.m_fSize = size;
}

void
CWeaponEffects::ClearCrossHair(void)
{
	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