SilentPatch/SilentPatchSA/PedSA.cpp

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#include "StdAfxSA.h"
#include "PedSA.h"
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static void* varGetWeaponSkill = AddressByVersion<void*>(0x5E6580, 0x5E6DA0, 0x6039F0);
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WRAPPER unsigned char CPed::GetWeaponSkill() { VARJMP(varGetWeaponSkill); }
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static void* varResetGunFlashAlpha = AddressByVersion<void*>(0x5DF4E0, 0x5DFD00, 0x5FC210);
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WRAPPER void CPed::ResetGunFlashAlpha() { VARJMP(varResetGunFlashAlpha); }
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static void* varSetGunFlashAlpha = AddressByVersion<void*>(0x5DF400, 0x5DFC20, 0x5FC120);
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WRAPPER void CPed::SetGunFlashAlpha(bool bSecondWeapon) { WRAPARG(bSecondWeapon); VARJMP(varSetGunFlashAlpha); }
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static void* varGetTaskJetPack = AddressByVersion<void*>(0x601110, 0x601930, 0x620E70);
WRAPPER CTaskSimpleJetPack* CPedIntelligence::GetTaskJetPack() const { VARJMP(varGetTaskJetPack); }
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static void* varRenderJetPack = AddressByVersion<void*>(0x67F6A0, 0x67FEC0, 0x6AB110);
WRAPPER void CTaskSimpleJetPack::RenderJetPack(CPed* pPed) { WRAPARG(pPed); VARJMP(varRenderJetPack); }
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RwObject* GetFirstObject(RwFrame* pFrame)
{
RwObject* pObject = nullptr;
RwFrameForAllObjects( pFrame, [&pObject]( RwObject* object ) -> RwObject* {
pObject = object;
return nullptr;
} );
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return pObject;
}
void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow)
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{
if ( m_pWeaponObject )
{
RpHAnimHierarchy* pAnimHierarchy = GetAnimHierarchyFromSkinClump(m_pRwObject);
bool bHasParachute = weaponSlots[m_bActiveWeapon].m_eWeaponType == WEAPONTYPE_PARACHUTE;
RwFrame* pFrame = RpClumpGetFrame(reinterpret_cast<RpClump*>(m_pWeaponObject));
*RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, bHasParachute ? 3 : 24)];
if ( bHasParachute )
{
const RwV3d vecParachuteTranslation = { 0.1f, -0.15f, 0.0f };
const RwV3d vecParachuteRotation = { 0.0f, 1.0f, 0.0f };
RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT);
RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 90.0f, rwCOMBINEPRECONCAT);
}
RwFrameUpdateObjects(pFrame);
if ( bForShadow )
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pWeaponObject), ShadowCameraRenderCB);
else if ( !bMuzzleFlash )
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RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
else if ( m_pMuzzleFlashFrame )
{
SetGunFlashAlpha(false);
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
RpAtomicRender( atomic );
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}
// Dual weapons
if ( CWeaponInfo::GetWeaponInfo(weaponSlots[m_bActiveWeapon].m_eWeaponType, GetWeaponSkill())->hexFlags >> 11 & 1 )
{
*RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, 34)];
const RwV3d vecParachuteRotation = { 1.0f, 0.0f, 0.0f };
const RwV3d vecParachuteTranslation = { 0.04f, -0.05f, 0.0f };
RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 180.0f, rwCOMBINEPRECONCAT);
RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT);
RwFrameUpdateObjects(pFrame);
if ( bForShadow )
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pWeaponObject), ShadowCameraRenderCB);
else if ( !bMuzzleFlash )
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RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
else if ( m_pMuzzleFlashFrame )
{
SetGunFlashAlpha(true);
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
RpAtomicRender( atomic );
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}
}
if ( bMuzzleFlash )
ResetGunFlashAlpha();
}
}
void CPed::RenderForShadow()
{
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pRwObject), ShadowCameraRenderCB);
RenderWeapon(false, true);
// Render jetpack
auto* pJetPackTask = pPedIntelligence->GetTaskJetPack();
if ( pJetPackTask )
pJetPackTask->RenderJetPack(this);
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}