#include "StdAfxSA.h" #include "PedSA.h" static void* varGetWeaponSkill = AddressByVersion(0x5E6580, 0x5E6DA0, 0x6039F0); WRAPPER unsigned char CPed::GetWeaponSkill() { VARJMP(varGetWeaponSkill); } static void* varResetGunFlashAlpha = AddressByVersion(0x5DF4E0, 0x5DFD00, 0x5FC210); WRAPPER void CPed::ResetGunFlashAlpha() { VARJMP(varResetGunFlashAlpha); } static void* varSetGunFlashAlpha = AddressByVersion(0x5DF400, 0x5DFC20, 0x5FC120); WRAPPER void CPed::SetGunFlashAlpha(bool bSecondWeapon) { WRAPARG(bSecondWeapon); VARJMP(varSetGunFlashAlpha); } static void* varGetTaskJetPack = AddressByVersion(0x601110, 0x601930, 0x620E70); WRAPPER CTaskSimpleJetPack* CPedIntelligence::GetTaskJetPack() const { VARJMP(varGetTaskJetPack); } static void* varRenderJetPack = AddressByVersion(0x67F6A0, 0x67FEC0, 0x6AB110); WRAPPER void CTaskSimpleJetPack::RenderJetPack(CPed* pPed) { WRAPARG(pPed); VARJMP(varRenderJetPack); } RwObject* GetFirstObject(RwFrame* pFrame) { RwObject* pObject = nullptr; RwFrameForAllObjects( pFrame, [&pObject]( RwObject* object ) -> RwObject* { pObject = object; return nullptr; } ); return pObject; } void CPed::RenderWeapon(bool bMuzzleFlash, bool bForShadow) { if ( m_pWeaponObject ) { RpHAnimHierarchy* pAnimHierarchy = GetAnimHierarchyFromSkinClump(m_pRwObject); bool bHasParachute = weaponSlots[m_bActiveWeapon].m_eWeaponType == WEAPONTYPE_PARACHUTE; RwFrame* pFrame = RpClumpGetFrame(reinterpret_cast(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(m_pWeaponObject), ShadowCameraRenderCB); else if ( !bMuzzleFlash ) RpClumpRender(reinterpret_cast(m_pWeaponObject)); else if ( m_pMuzzleFlashFrame ) { SetGunFlashAlpha(false); RpAtomic* atomic = reinterpret_cast(GetFirstObject(m_pMuzzleFlashFrame)); RpAtomicRender( atomic ); } // 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(m_pWeaponObject), ShadowCameraRenderCB); else if ( !bMuzzleFlash ) RpClumpRender(reinterpret_cast(m_pWeaponObject)); else if ( m_pMuzzleFlashFrame ) { SetGunFlashAlpha(true); RpAtomic* atomic = reinterpret_cast(GetFirstObject(m_pMuzzleFlashFrame)); RpAtomicRender( atomic ); } } if ( bMuzzleFlash ) ResetGunFlashAlpha(); } } void CPed::RenderForShadow() { RpClumpForAllAtomics(reinterpret_cast(m_pRwObject), ShadowCameraRenderCB); RenderWeapon(false, true); // Render jetpack auto* pJetPackTask = pPedIntelligence->GetTaskJetPack(); if ( pJetPackTask ) pJetPackTask->RenderJetPack(this); }