2019-05-30 19:24:47 +00:00
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#include "common.h"
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#include "patcher.h"
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#include "WeaponEffects.h"
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2020-03-22 14:23:40 +00:00
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#include "TxdStore.h"
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2019-05-30 19:24:47 +00:00
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WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); }
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2019-07-04 20:31:21 +00:00
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CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC;
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2020-01-23 20:21:50 +00:00
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void
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CWeaponEffects::ClearCrossHair()
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2019-07-04 20:31:21 +00:00
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{
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gCrossHair.m_bCrosshair = false;
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}
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2020-01-23 20:21:50 +00:00
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void
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CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
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{
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gCrossHair.m_bCrosshair = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_red = red;
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gCrossHair.m_green = green;
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gCrossHair.m_blue = blue;
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gCrossHair.m_alpha = alpha;
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gCrossHair.m_size = size;
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}
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2020-03-22 14:23:40 +00:00
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void
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CWeaponEffects::Init()
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{
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gCrossHair.m_bCrosshair = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_red = 0;
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gCrossHair.m_green = 0;
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gCrossHair.m_blue = 0;
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gCrossHair.m_alpha = 255;
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gCrossHair.m_size = 1.0f;
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gCrossHair.field_24 = 0;
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CTxdStore::PushCurrentTxd();
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CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
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gCrossHair.m_pTexture = RwTextureRead("crosshair", nil);
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gCrossHair.m_pRaster = gCrossHair.m_pTexture->raster;
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CTxdStore::PopCurrentTxd();
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}
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