SilentPatch/SAFix/PedSA.cpp

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2014-08-19 16:57:35 +06:00
#include "StdAfxSA.h"
#include "PedSA.h"
static void* varGetWeaponSkill = AddressByVersion<void*>(0x5E6580, 0, 0);
WRAPPER unsigned char CPed::GetWeaponSkill() { VARJMP(varGetWeaponSkill); }
static void* varResetGunFlashAlpha = AddressByVersion<void*>(0x5DF4E0, 0, 0);
WRAPPER void CPed::ResetGunFlashAlpha() { VARJMP(varResetGunFlashAlpha); }
static void* varSetGunFlashAlpha = AddressByVersion<void*>(0x5DF400, 0, 0);
WRAPPER void CPed::SetGunFlashAlpha(bool bSecondWeapon) { WRAPARG(bSecondWeapon); VARJMP(varSetGunFlashAlpha); }
static RwObject* GetFirstObjectCallback(RwObject* pObject, void* pData)
{
*static_cast<RwObject**>(pData) = pObject;
return nullptr;
}
RwObject* GetFirstObject(RwFrame* pFrame)
{
RwObject* pObject = nullptr;
RwFrameForAllObjects(pFrame, GetFirstObjectCallback, &pObject);
return pObject;
}
void CPed::RenderWeapon(bool bMuzzleFlash)
{
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 ( !bMuzzleFlash )
{
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
}
else if ( m_pMuzzleFlashFrame )
{
SetGunFlashAlpha(false);
RpAtomicRender(reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame)));
}
// 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 ( !bMuzzleFlash )
{
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
}
else if ( m_pMuzzleFlashFrame )
{
SetGunFlashAlpha(true);
RpAtomicRender(reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame)));
}
}
if ( bMuzzleFlash )
ResetGunFlashAlpha();
}
}