1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
#include "common.h"
#include "main.h"
#include "WeaponEffects.h"
#include "TxdStore.h"
#include "Sprite.h"
#include "PlayerPed.h"
#include "World.h"
#include "WeaponType.h"
RwTexture *gpCrossHairTex;
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 = 255;
gCrossHair.m_nGreen = 0;
gCrossHair.m_nBlue = 0;
gCrossHair.m_nAlpha = 127;
gCrossHair.m_fSize = 1.0f;
gCrossHair.m_fRotation = 0.0f;
CTxdStore::PushCurrentTxd();
int32 slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
gpCrossHairTex = RwTextureRead("target256", "target256m");
CTxdStore::PopCurrentTxd();
}
void
CWeaponEffects::Shutdown(void)
{
RwTextureDestroy(gpCrossHairTex);
gpCrossHairTex = nil;
}
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_fSize = size;
}
void
CWeaponEffects::ClearCrossHair(void)
{
gCrossHair.m_bActive = false;
}
void
CWeaponEffects::Render(void)
{
static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
{
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,
0.4f, 0.4f,
0.5f,
0.3f,
0.9f, 0.9f, 0.9f,
0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
0.1f, 0.1f,
1.0f,
0.6f,
0.7f,
0.0f, 0.0f
};
if ( gCrossHair.m_bActive )
{
float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
#ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
#else
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
#endif
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrossHairTex));
RwV3d pos;
float w, h;
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
{
PUSH_RENDERGROUP("CWeaponEffects::Render");
float recipz = 1.0f / pos.z;
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
w, h,
255, 88, 100, 158,
recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
float recipz2 = 1.0f / pos.z;
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
size*w, size*h,
107, 134, 247, 158,
recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
gCrossHair.m_fRotation += 0.02f;
if ( gCrossHair.m_fRotation > TWOPI )
gCrossHair.m_fRotation = 0.0;
POP_RENDERGROUP();
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
}
}
|