mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-12-28 23:03:01 +05:00
Factorize weapon and muzzleflash rendering into separate options
This commit is contained in:
parent
6b2ad034cb
commit
e94fec9c6f
3 changed files with 29 additions and 17 deletions
|
@ -41,7 +41,7 @@ void CPed::ResetGunFlashAlpha()
|
|||
}
|
||||
}
|
||||
|
||||
void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow)
|
||||
void CPed::RenderWeapon(bool bWeapon, bool bMuzzleFlash, bool bForShadow)
|
||||
{
|
||||
if ( m_pWeaponObject )
|
||||
{
|
||||
|
@ -62,13 +62,19 @@ void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow)
|
|||
RwFrameUpdateObjects(pFrame);
|
||||
if ( bForShadow )
|
||||
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pWeaponObject), ShadowCameraRenderCB);
|
||||
else if ( !bMuzzleFlash )
|
||||
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
|
||||
else if ( m_pMuzzleFlashFrame )
|
||||
else
|
||||
{
|
||||
SetGunFlashAlpha(false);
|
||||
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
|
||||
RpAtomicRender( atomic );
|
||||
if ( bWeapon )
|
||||
{
|
||||
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
|
||||
}
|
||||
|
||||
if ( bMuzzleFlash && m_pMuzzleFlashFrame != nullptr )
|
||||
{
|
||||
SetGunFlashAlpha(false);
|
||||
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
|
||||
RpAtomicRender( atomic );
|
||||
}
|
||||
}
|
||||
|
||||
// Dual weapons
|
||||
|
@ -84,13 +90,19 @@ void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow)
|
|||
RwFrameUpdateObjects(pFrame);
|
||||
if ( bForShadow )
|
||||
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pWeaponObject), ShadowCameraRenderCB);
|
||||
else if ( !bMuzzleFlash )
|
||||
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
|
||||
else if ( m_pMuzzleFlashFrame )
|
||||
else
|
||||
{
|
||||
SetGunFlashAlpha(true);
|
||||
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
|
||||
RpAtomicRender( atomic );
|
||||
if ( bWeapon )
|
||||
{
|
||||
RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
|
||||
}
|
||||
|
||||
if ( bMuzzleFlash && m_pMuzzleFlashFrame != nullptr )
|
||||
{
|
||||
SetGunFlashAlpha(true);
|
||||
RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
|
||||
RpAtomicRender( atomic );
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( bMuzzleFlash )
|
||||
|
@ -101,7 +113,7 @@ void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow)
|
|||
void CPed::RenderForShadow()
|
||||
{
|
||||
RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pRwObject), ShadowCameraRenderCB);
|
||||
RenderWeapon(false, true);
|
||||
RenderWeapon(true, false, true);
|
||||
|
||||
// Render jetpack
|
||||
auto* pJetPackTask = pPedIntelligence->GetTaskJetPack();
|
||||
|
|
|
@ -314,7 +314,7 @@ public:
|
|||
void SetGunFlashAlpha(bool bSecondWeapon);
|
||||
void Say(uint16_t phrase, uint32_t param2 = 0, float volume = 1.0f, bool param4 = false, bool param5 = false, bool param6 = false);
|
||||
|
||||
void RenderWeapon(bool bMuzzleFlash, bool bForShadow);
|
||||
void RenderWeapon(bool bWeapon, bool bMuzzleFlash, bool bForShadow);
|
||||
void RenderForShadow();
|
||||
|
||||
static void (CPed::*orgGiveWeapon)(uint32_t weapon, uint32_t ammo, bool flag);
|
||||
|
|
|
@ -440,7 +440,7 @@ void RenderVehicleHiDetailAlphaCB_HunterDoor(RpAtomic* pAtomic)
|
|||
|
||||
void RenderWeapon(CPed* pPed)
|
||||
{
|
||||
pPed->RenderWeapon(false, false);
|
||||
pPed->RenderWeapon(true, false, false);
|
||||
ms_weaponPedsForPC.Insert(pPed);
|
||||
}
|
||||
|
||||
|
@ -456,7 +456,7 @@ void RenderWeaponPedsForPC()
|
|||
{
|
||||
CPed* ped = **it;
|
||||
ped->SetupLighting();
|
||||
ped->RenderWeapon(true, false);
|
||||
ped->RenderWeapon(false, true, false);
|
||||
ped->RemoveLighting();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue