mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-11-25 14:52:30 +01:00
96bc50ee26
Fixes #25
143 lines
4.9 KiB
C++
143 lines
4.9 KiB
C++
#include "StdAfxSA.h"
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#include "PedSA.h"
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#include "VehicleSA.h"
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static void* varGetWeaponSkill = AddressByVersion<void*>(0x5E6580, 0x5E6DA0, 0x6039F0);
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WRAPPER uint8_t CPed::GetWeaponSkill() { VARJMP(varGetWeaponSkill); }
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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* varSay = AddressByVersion<void*>(0x5EFFE0, 0, 0); // TODO: Do
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WRAPPER void CPed::Say(uint16_t phrase, uint32_t param2, float volume, bool param4, bool param5, bool param6) { VARJMP(varSay); }
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static void* varGetTaskJetPack = AddressByVersion<void*>(0x601110, 0x601930, 0x620E70);
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WRAPPER CTaskSimpleJetPack* CPedIntelligence::GetTaskJetPack() const { VARJMP(varGetTaskJetPack); }
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static void* varRenderJetPack = AddressByVersion<void*>(0x67F6A0, 0x67FEC0, 0x6AB110);
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WRAPPER void CTaskSimpleJetPack::RenderJetPack(CPed* pPed) { WRAPARG(pPed); VARJMP(varRenderJetPack); }
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void (CPed::*CPed::orgGiveWeapon)(uint32_t weapon, uint32_t ammo, bool flag);
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void (CPlayerPed::*CPlayerPed::orgDoStuffToGoOnFire)();
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void (*CClothes::RebuildPlayer)(CPlayerPed* ped, bool bForReplay) = AddressByVersion<void(*)(CPlayerPed*, bool)>(0x5A82C0, { "8B 8E ? ? ? ? 83 C4 04 6A 05", -0x11 });
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RwObject* GetFirstObject(RwFrame* pFrame)
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{
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RwObject* pObject = nullptr;
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RwFrameForAllObjects( pFrame, [&pObject]( RwObject* object ) -> RwObject* {
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pObject = object;
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return nullptr;
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} );
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return pObject;
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}
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void CPed::ResetGunFlashAlpha()
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{
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if ( m_pMuzzleFlashFrame != nullptr )
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{
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if ( RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame)) )
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{
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RpAtomicSetFlags(atomic, 0);
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CVehicle::SetComponentAtomicAlpha(atomic, 0);
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}
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}
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}
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void CPed::RenderWeapon(bool bWeapon, bool bMuzzleFlash, bool bForShadow)
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{
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if ( m_pWeaponObject )
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{
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RpHAnimHierarchy* pAnimHierarchy = GetAnimHierarchyFromSkinClump(m_pRwObject);
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bool bHasParachute = weaponSlots[m_bActiveWeapon].m_eWeaponType == WEAPONTYPE_PARACHUTE;
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RwFrame* pFrame = RpClumpGetFrame(reinterpret_cast<RpClump*>(m_pWeaponObject));
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*RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, bHasParachute ? 3 : 24)];
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auto renderOneWeapon = [this](bool bWeapon, bool bMuzzleFlash, bool bForShadow, bool bRightGun)
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{
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RwFrameUpdateObjects(RpClumpGetFrame(reinterpret_cast<RpClump*>(m_pWeaponObject)));
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if ( bForShadow )
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RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pWeaponObject), ShadowCameraRenderCB);
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else
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{
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if ( bWeapon )
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{
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RpClumpRender(reinterpret_cast<RpClump*>(m_pWeaponObject));
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}
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if ( bMuzzleFlash && m_pMuzzleFlashFrame != nullptr )
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{
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RwScopedRenderState<rwRENDERSTATEZWRITEENABLE> zWrite;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
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SetGunFlashAlpha(bRightGun);
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RpAtomic* atomic = reinterpret_cast<RpAtomic*>(GetFirstObject(m_pMuzzleFlashFrame));
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RpAtomicRender( atomic );
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}
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}
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};
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if ( bHasParachute )
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{
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const RwV3d vecParachuteTranslation = { 0.1f, -0.15f, 0.0f };
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const RwV3d vecParachuteRotation = { 0.0f, 1.0f, 0.0f };
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RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT);
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RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 90.0f, rwCOMBINEPRECONCAT);
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}
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renderOneWeapon(bWeapon, bMuzzleFlash, bForShadow, false);
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// Dual weapons
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if ( CWeaponInfo::GetWeaponInfo(weaponSlots[m_bActiveWeapon].m_eWeaponType, GetWeaponSkillForRenderWeaponPedsForPC())->hexFlags >> 11 & 1 )
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{
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*RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, 34)];
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const RwV3d vecParachuteRotation = { 1.0f, 0.0f, 0.0f };
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const RwV3d vecParachuteTranslation = { 0.04f, -0.05f, 0.0f };
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RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 180.0f, rwCOMBINEPRECONCAT);
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RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT);
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renderOneWeapon(bWeapon, bMuzzleFlash, bForShadow, true);
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}
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if ( bMuzzleFlash )
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ResetGunFlashAlpha();
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}
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}
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void CPed::RenderForShadow()
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{
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RpClumpForAllAtomics(reinterpret_cast<RpClump*>(m_pRwObject), ShadowCameraRenderCB);
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RenderWeapon(true, false, true);
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// Render jetpack
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auto* pJetPackTask = pPedIntelligence->GetTaskJetPack();
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if ( pJetPackTask )
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pJetPackTask->RenderJetPack(this);
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}
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void CPed::GiveWeapon_SP(uint32_t weapon, uint32_t ammo, bool flag)
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{
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if ( ammo == 0 ) ammo = 1;
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(this->*(orgGiveWeapon))( weapon, ammo, flag );
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}
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uint8_t CPed::GetWeaponSkillForRenderWeaponPedsForPC_SAMP()
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{
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uint8_t (CPed::*funcCall)();
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Memory::ReadCall( 0x7330A2, funcCall );
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return std::invoke( funcCall, this );
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}
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bool CTaskComplexSequence::Contains(int taskID) const
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{
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for (CTask* task : m_taskSequence)
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{
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if (task->GetTaskType() == taskID)
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{
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return true;
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}
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}
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return false;
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}
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