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re3/src/render/WeaponEffects.cpp

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#include "common.h"
#include "patcher.h"
#include "WeaponEffects.h"
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#include "TxdStore.h"
WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); }
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CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC;
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void
CWeaponEffects::ClearCrossHair()
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{
gCrossHair.m_bCrosshair = false;
}
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void
CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
{
gCrossHair.m_bCrosshair = true;
gCrossHair.m_vecPos = pos;
gCrossHair.m_red = red;
gCrossHair.m_green = green;
gCrossHair.m_blue = blue;
gCrossHair.m_alpha = alpha;
gCrossHair.m_size = size;
}
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void
CWeaponEffects::Init()
{
gCrossHair.m_bCrosshair = false;
gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
gCrossHair.m_red = 0;
gCrossHair.m_green = 0;
gCrossHair.m_blue = 0;
gCrossHair.m_alpha = 255;
gCrossHair.m_size = 1.0f;
gCrossHair.field_24 = 0;
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
gCrossHair.m_pTexture = RwTextureRead("crosshair", nil);
gCrossHair.m_pRaster = gCrossHair.m_pTexture->raster;
CTxdStore::PopCurrentTxd();
}