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more Radar code
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366
src/Radar.cpp
366
src/Radar.cpp
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@ -1,5 +1,6 @@
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#include "common.h"
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#include "patcher.h"
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#include "RwHelper.h"
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#include "Radar.h"
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#include "Camera.h"
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#include "Hud.h"
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@ -14,8 +15,6 @@
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#include "Streaming.h"
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WRAPPER void CRadar::Draw3dMarkers() { EAXJMP(0x4A4C70); }
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WRAPPER int CRadar::ClipRadarPoly(CVector2D *out, CVector2D *in) { EAXJMP(0x4A64A0); }
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WRAPPER void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D &in) { EAXJMP(0x4A5300); }
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float &CRadar::m_RadarRange = *(float*)0x8E281C;
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CBlip *CRadar::ms_RadarTrace = (CBlip*)0x6ED5E0;
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@ -69,6 +68,8 @@ CSprite2d *CRadar::RadarSprites[RADAR_SPRITE_COUNT] = {
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};
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#define RADAR_NUM_TILES (8)
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#define RADAR_TILE_SIZE (WORLD_SIZE_X / RADAR_NUM_TILES)
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static_assert(RADAR_TILE_SIZE == (WORLD_SIZE_Y / RADAR_NUM_TILES), "CRadar: not a square");
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#define RADAR_MIN_RANGE (120.0f)
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#define RADAR_MAX_RANGE (350.0f)
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@ -190,18 +191,221 @@ void CRadar::ClearBlipForEntity(eBlipType type, int32 id)
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}
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#endif
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#if 1
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bool
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IsPointInsideRadar(const CVector2D &point)
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{
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if(point.x < -1.0f || point.x > 1.0f) return false;
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if(point.y < -1.0f || point.y > 1.0f) return false;
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return true;
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}
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// clip line p1,p2 against (-1.0, 1.0) in x and y, set out to clipped point closest to p1
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int
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LineRadarBoxCollision(CVector2D &out, const CVector2D &p1, const CVector2D &p2)
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{
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float d1, d2;
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float t;
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float x, y;
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float shortest = 1.0f;
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int edge = -1;
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// clip against left edge, x = -1.0
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d1 = -1.0f - p1.x;
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d2 = -1.0f - p2.x;
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if(d1 * d2 < 0.0f){
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// they are on opposite sides, get point of intersection
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t = d1 / (d1 - d2);
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y = (p2.y - p1.y)*t + p1.y;
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if(y >= -1.0f && y <= 1.0f && t <= shortest){
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out.x = -1.0f;
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out.y = y;
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edge = 3;
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shortest = t;
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}
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}
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// clip against right edge, x = 1.0
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d1 = p1.x - 1.0f;
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d2 = p2.x - 1.0f;
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if(d1 * d2 < 0.0f){
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// they are on opposite sides, get point of intersection
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t = d1 / (d1 - d2);
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y = (p2.y - p1.y)*t + p1.y;
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if(y >= -1.0f && y <= 1.0f && t <= shortest){
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out.x = 1.0f;
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out.y = y;
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edge = 1;
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shortest = t;
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}
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}
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// clip against top edge, y = -1.0
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d1 = -1.0f - p1.y;
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d2 = -1.0f - p2.y;
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if(d1 * d2 < 0.0f){
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// they are on opposite sides, get point of intersection
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t = d1 / (d1 - d2);
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x = (p2.x - p1.x)*t + p1.x;
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if(x >= -1.0f && x <= 1.0f && t <= shortest){
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out.y = -1.0f;
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out.x = x;
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edge = 0;
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shortest = t;
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}
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}
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// clip against bottom edge, y = 1.0
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d1 = p1.y - 1.0f;
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d2 = p2.y - 1.0f;
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if(d1 * d2 < 0.0f){
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// they are on opposite sides, get point of intersection
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t = d1 / (d1 - d2);
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x = (p2.x - p1.x)*t + p1.x;
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if(x >= -1.0f && x <= 1.0f && t <= shortest){
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out.y = 1.0f;
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out.x = x;
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edge = 2;
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shortest = t;
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}
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}
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return edge;
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}
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#if 0
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WRAPPER int CRadar::ClipRadarPoly(CVector2D *poly, const CVector2D *in) { EAXJMP(0x4A64A0); }
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#else
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// Why not a proper clipping algorithm?
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int CRadar::ClipRadarPoly(CVector2D *poly, const CVector2D *rect)
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{
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CVector2D corners[4] = {
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{ 1.0f, -1.0f }, // top right
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{ 1.0f, 1.0f }, // bottom right
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{ -1.0f, 1.0f }, // bottom left
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{ -1.0f, -1.0f }, // top left
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};
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CVector2D tmp;
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int i, j, n;
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int laste, e, e1, e2;;
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bool inside[4];
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for(i = 0; i < 4; i++)
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inside[i] = IsPointInsideRadar(rect[i]);
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laste = -1;
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n = 0;
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for(i = 0; i < 4; i++)
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if(inside[i]){
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// point is inside, just add
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poly[n++] = rect[i];
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}else{
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// point is outside but line to this point might be clipped
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e1 = LineRadarBoxCollision(poly[n], rect[i], rect[(i+4-1) % 4]);
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if(e1 != -1){
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laste = e1;
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n++;
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}
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// and line from this point might be clipped as well
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e2 = LineRadarBoxCollision(poly[n], rect[i], rect[(i+1) % 4]);
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if(e2 != -1){
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if(e1 == -1){
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// if other line wasn't clipped, i.e. it was complete outside,
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// we may have to insert another vertex if last clipped line
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// was on a different edge
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// find the last intersection if we haven't seen it yet
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if(laste == -1)
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for(j = 3; j >= i; j--){
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// game uses an if here for j == 0
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e = LineRadarBoxCollision(tmp, rect[j], rect[(j+4-1) % 4]);
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if(e != -1){
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laste = e;
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break;
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}
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}
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assert(laste != -1);
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// insert corners that were skipped
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tmp = poly[n];
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for(e = laste; e != e2; e = (e+1) % 4)
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poly[n++] = corners[e];
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poly[n] = tmp;
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}
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n++;
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}
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}
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if(n == 0){
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// If no points, either the rectangle is completely outside or completely surrounds the radar
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// no idea what's going on here...
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float m = (rect[0].y - rect[1].y) / (rect[0].x - rect[1].x);
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if((m*rect[3].x - rect[3].y) * (m*rect[0].x - rect[0].y) < 0.0f){
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m = (rect[0].y - rect[3].y) / (rect[0].x - rect[3].x);
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if((m*rect[1].x - rect[1].y) * (m*rect[0].x - rect[0].y) < 0.0f){
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poly[0] = corners[0];
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poly[1] = corners[1];
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poly[2] = corners[2];
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poly[3] = corners[3];
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n = 4;
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}
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}
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}
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return n;
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}
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#endif
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#if 0
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WRAPPER void CRadar::DrawRadarSection(int x, int y) { EAXJMP(0x4A67E0); }
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#else
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void CRadar::DrawRadarSection(int x, int y)
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{
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int i;
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RwTexDictionary *txd;
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CVector2D worldPoly[8];
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CVector2D radarCorners[4];
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CVector2D radarPoly[8];
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CVector2D texCoords[8];
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CVector2D screenPoly[8];
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int numVertices;
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RwTexture *texture = nil;
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GetTextureCorners(x, y, worldPoly);
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ClipRadarTileCoords(x, y);
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assert(CTxdStore::GetSlot(gRadarTxdIds[x + RADAR_NUM_TILES * y]));
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txd = CTxdStore::GetSlot(gRadarTxdIds[x + RADAR_NUM_TILES * y])->texDict;
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if(txd)
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texture = GetFirstTexture(txd);
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if(texture == nil)
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return;
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for(i = 0; i < 4; i++)
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TransformRealWorldPointToRadarSpace(radarCorners[i], worldPoly[i]);
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numVertices = ClipRadarPoly(radarPoly, radarCorners);
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// FIX: can return earlier here
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// if(numVertices == 0)
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if(numVertices < 3)
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return;
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for(i = 0; i< numVertices; i++){
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TransformRadarPointToRealWorldSpace(worldPoly[i], radarPoly[i]);
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TransformRealWorldToTexCoordSpace(texCoords[i], worldPoly[i], x, y);
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TransformRadarPointToScreenSpace(screenPoly[i], radarPoly[i]);
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}
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(texture));
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CSprite2d::SetVertices(numVertices, (float*)screenPoly, (float*)texCoords, CRGBA(255, 255, 255, 255));
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// check done above now
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// if(numVertices > 2)
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::GetVertices(), numVertices);
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}
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#endif
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void CRadar::RequestMapSection(int x, int y)
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{
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ClipRadarTileCoords(&x, &y);
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ClipRadarTileCoords(x, y);
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CStreaming::RequestTxd(gRadarTxdIds[x + RADAR_NUM_TILES * y], STREAMFLAGS_DONT_REMOVE|STREAMFLAGS_DEPENDENCY);
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}
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@ -249,10 +453,10 @@ WRAPPER void CRadar::TransformRealWorldToTexCoordSpace(CVector2D &out, const CVe
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#else
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void CRadar::TransformRealWorldToTexCoordSpace(CVector2D &out, const CVector2D &in, int x, int y)
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{
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out.x = in.x - (x * 500.0f + WORLD_MIN_X);
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out.y = -(in.y - ((RADAR_NUM_TILES - y) * 500.0f + WORLD_MIN_Y));
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out.x /= 500.0f;
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out.y /= 500.0f;
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out.x = in.x - (x * RADAR_TILE_SIZE + WORLD_MIN_X);
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out.y = -(in.y - ((RADAR_NUM_TILES - y) * RADAR_TILE_SIZE + WORLD_MIN_Y));
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out.x /= RADAR_TILE_SIZE;
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out.y /= RADAR_TILE_SIZE;
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}
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#endif
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@ -261,10 +465,13 @@ WRAPPER void CRadar::DrawRadarMap() { EAXJMP(0x4A6C20); }
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#else
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void CRadar::DrawRadarMap()
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{
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// Game calculates an unused CRect here
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DrawRadarMask();
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int x = floorf((vec2DRadarOrigin.x - WORLD_MIN_X) / 500.0f);
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int y = round(7.0f - (vec2DRadarOrigin.y - WORLD_MIN_Y) / 500.0f);
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// top left ist (0, 0)
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int x = floorf((vec2DRadarOrigin.x - WORLD_MIN_X) / RADAR_TILE_SIZE);
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int y = ceilf((RADAR_NUM_TILES-1) - (vec2DRadarOrigin.y - WORLD_MIN_Y) / RADAR_TILE_SIZE);
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StreamRadarSections(x, y);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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@ -279,13 +486,13 @@ void CRadar::DrawRadarMap()
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RwRenderStateSet(rwRENDERSTATETEXTUREPERSPECTIVE, (void*)FALSE);
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DrawRadarSection(x - 1, y - 1);
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DrawRadarSection(x, y - 1);
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DrawRadarSection(x, y - 1);
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DrawRadarSection(x + 1, y - 1);
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DrawRadarSection(x - 1, y);
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DrawRadarSection(x, y);
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DrawRadarSection(x, y);
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DrawRadarSection(x + 1, y);
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DrawRadarSection(x - 1, y + 1);
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DrawRadarSection(x, y + 1);
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DrawRadarSection(x, y + 1);
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DrawRadarSection(x + 1, y + 1);
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}
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#endif
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@ -490,14 +697,47 @@ void CRadar::TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D
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s = sin(atan2(-forward.x, forward.y));
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c = cos(atan2(-forward.x, forward.y));
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}
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float x = (in.x - vec2DRadarOrigin.x) * (1.0f / m_RadarRange);
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float y = (in.y - vec2DRadarOrigin.y) * (1.0f / m_RadarRange);
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out.x = s * y + c * x;
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out.y = c * y - s * x;
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}
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#endif
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#endif
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#if 0
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WRAPPER void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D &in) { EAXJMP(0x4A5300); }
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#else
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void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D &in)
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{
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float s, c;
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s = -sin(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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c = cos(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED) {
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s = 0.0f;
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c = 1.0f;
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} else if (TheCamera.GetLookDirection() != LOOKING_FORWARD) {
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CVector forward;
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON) {
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forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetForward();
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forward.Normalise(); // a bit useless...
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} else
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forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].SourceBeforeLookBehind;
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s = -sin(atan2(-forward.x, forward.y));
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c = cos(atan2(-forward.x, forward.y));
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}
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out.x = s * in.y + c * in.x;
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out.y = c * in.y - s * in.x;
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out = out*m_RadarRange + vec2DRadarOrigin;
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}
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#endif
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#if 0
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WRAPPER void CRadar::DrawRadarSprite(int sprite, float x, float y, int alpha) { EAXJMP(0x4A5EF0); }
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@ -554,13 +794,13 @@ void CRadar::DrawRotatingRadarSprite(CSprite2d* sprite, float x, float y, float
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curPosn[0].x = x - SCREEN_SCALE_X(5.6f);
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curPosn[0].y = y + SCREEN_SCALE_Y(5.6f);
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curPosn[1].x = x + SCREEN_SCALE_X(5.6f);
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curPosn[1].y = y + SCREEN_SCALE_Y(5.6f);
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curPosn[2].x = x - SCREEN_SCALE_X(5.6f);
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curPosn[2].y = y - SCREEN_SCALE_Y(5.6f);
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curPosn[3].x = x + SCREEN_SCALE_X(5.6f);
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curPosn[3].y = y - SCREEN_SCALE_Y(5.6f);
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@ -590,31 +830,83 @@ bool CRadar::DisplayThisBlip(int counter)
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#if 0
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WRAPPER void CRadar::GetTextureCorners(int x, int y, CVector2D *out) { EAXJMP(0x4A61C0); };
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#else
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// Transform from section indices to world coordinates
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void CRadar::GetTextureCorners(int x, int y, CVector2D *out)
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{
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out[0].x = 500.0f * (x - 4);
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out[0].y = 500.0f * (3 - y);
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out[1].x = 500.0f * (y - 4 + 1);
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out[1].y = 500.0f * (3 - y);
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out[2].x = 500.0f * (y - 4 + 1);
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out[2].y = 500.0f * (3 - y + 1);
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out[3].x = 500.0f * (x - 4);
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out[3].y = 500.0f * (3 - y + 1);
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x = x - RADAR_NUM_TILES/2;
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y = -(y - RADAR_NUM_TILES/2);
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// bottom left
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out[0].x = RADAR_TILE_SIZE * (x);
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out[0].y = RADAR_TILE_SIZE * (y - 1);
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// bottom right
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out[1].x = RADAR_TILE_SIZE * (x + 1);
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out[1].y = RADAR_TILE_SIZE * (y - 1);
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// top right
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out[2].x = RADAR_TILE_SIZE * (x + 1);
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out[2].y = RADAR_TILE_SIZE * (y);
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// top left
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out[3].x = RADAR_TILE_SIZE * (x);
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out[3].y = RADAR_TILE_SIZE * (y);
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}
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#endif
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void CRadar::ClipRadarTileCoords(int *x, int *y)
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void CRadar::ClipRadarTileCoords(int &x, int &y)
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{
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if (*x < 0)
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*x = 0;
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if (*x > 7)
|
||||
*x = 7;
|
||||
if (*y < 0)
|
||||
*y = 0;
|
||||
if (*y > 7)
|
||||
*y = 7;
|
||||
if (x < 0)
|
||||
x = 0;
|
||||
if (x > RADAR_NUM_TILES-1)
|
||||
x = RADAR_NUM_TILES-1;
|
||||
if (y < 0)
|
||||
y = 0;
|
||||
if (y > RADAR_NUM_TILES-1)
|
||||
y = RADAR_NUM_TILES-1;
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
// InjectHook(0x4A3EF0, CRadar::Initialise, PATCH_JUMP);
|
||||
// InjectHook(0x4A3F60, CRadar::Shutdown, PATCH_JUMP);
|
||||
// InjectHook(0x4A4030, CRadar::LoadTextures, PATCH_JUMP);
|
||||
// InjectHook(0x4A4180, CRadar::GetNewUniqueBlipIndex, PATCH_JUMP);
|
||||
// InjectHook(0x4A41C0, CRadar::GetActualBlipArrayIndex, PATCH_JUMP);
|
||||
InjectHook(0x4A4200, CRadar::DrawMap, PATCH_JUMP);
|
||||
InjectHook(0x4A42F0, CRadar::DrawBlips, PATCH_JUMP);
|
||||
// InjectHook(0x4A4C70, CRadar::Draw3dMarkers, PATCH_JUMP);
|
||||
InjectHook(0x4A4F30, CRadar::LimitRadarPoint, PATCH_JUMP);
|
||||
InjectHook(0x4A4F90, CRadar::CalculateBlipAlpha, PATCH_JUMP);
|
||||
InjectHook(0x4A5040, CRadar::TransformRadarPointToScreenSpace, PATCH_JUMP);
|
||||
InjectHook(0x4A50D0, CRadar::TransformRealWorldPointToRadarSpace, PATCH_JUMP);
|
||||
InjectHook(0x4A5300, CRadar::TransformRadarPointToRealWorldSpace, PATCH_JUMP);
|
||||
InjectHook(0x4A5530, CRadar::TransformRealWorldToTexCoordSpace, PATCH_JUMP);
|
||||
// InjectHook(0x4A5590, CRadar::SetCoordBlip, PATCH_JUMP);
|
||||
// InjectHook(0x4A5640, CRadar::SetEntityBlip, PATCH_JUMP);
|
||||
InjectHook(0x4A56C0, CRadar::ClearBlipForEntity, PATCH_JUMP);
|
||||
// InjectHook(0x4A5720, CRadar::ClearBlip, PATCH_JUMP);
|
||||
// InjectHook(0x4A5770, CRadar::ChangeBlipColour, PATCH_JUMP);
|
||||
// InjectHook(0x4A57A0, CRadar::ChangeBlipBrightness, PATCH_JUMP);
|
||||
// InjectHook(0x4A57E0, CRadar::ChangeBlipScale, PATCH_JUMP);
|
||||
// InjectHook(0x4A5810, CRadar::ChangeBlipDisplay, PATCH_JUMP);
|
||||
// InjectHook(0x4A5840, CRadar::SetBlipSprite, PATCH_JUMP);
|
||||
InjectHook(0x4A5870, CRadar::ShowRadarTrace, PATCH_JUMP);
|
||||
InjectHook(0x4A59C0, CRadar::ShowRadarMarker, PATCH_JUMP);
|
||||
InjectHook(0x4A5BB0, CRadar::GetRadarTraceColour, PATCH_JUMP);
|
||||
InjectHook(0x4A5C60, CRadar::SetRadarMarkerState, PATCH_JUMP);
|
||||
InjectHook(0x4A5D10, CRadar::DrawRotatingRadarSprite, PATCH_JUMP);
|
||||
InjectHook(0x4A5EF0, CRadar::DrawRadarSprite, PATCH_JUMP);
|
||||
// InjectHook(0x4A60E0, CRadar::RemoveRadarSections, PATCH_JUMP);
|
||||
InjectHook(0x4A6100, CRadar::StreamRadarSections, PATCH_JUMP);
|
||||
InjectHook(0x4A64A0, CRadar::ClipRadarPoly, PATCH_JUMP);
|
||||
InjectHook(0x4A67E0, CRadar::DrawRadarSection, PATCH_JUMP);
|
||||
InjectHook(0x4A69C0, CRadar::DrawRadarMask, PATCH_JUMP);
|
||||
// InjectHook(0x4A6B60, CRadar::StreamRadarSections, PATCH_JUMP);
|
||||
InjectHook(0x4A6C20, CRadar::DrawRadarMap, PATCH_JUMP);
|
||||
// InjectHook(0x4A6E30, CRadar::SaveAllRadarBlips, PATCH_JUMP);
|
||||
// InjectHook(0x4A6F30, CRadar::LoadAllRadarBlips, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x4A61C0, CRadar::GetTextureCorners, PATCH_JUMP);
|
||||
InjectHook(0x4A6160, IsPointInsideRadar, PATCH_JUMP);
|
||||
InjectHook(0x4A6250, LineRadarBoxCollision, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
|
|
@ -100,7 +100,7 @@ public:
|
|||
static void Draw3dMarkers();
|
||||
static void DrawMap();
|
||||
static void StreamRadarSections(int x, int y);
|
||||
static int ClipRadarPoly(CVector2D *out, CVector2D *in);
|
||||
static int ClipRadarPoly(CVector2D *out, const CVector2D *in);
|
||||
static void DrawRadarSection(int x, int y);
|
||||
static void RequestMapSection(int x, int y);
|
||||
static void RemoveMapSection(int x, int y);
|
||||
|
@ -116,10 +116,12 @@ public:
|
|||
static void DrawRadarMask();
|
||||
static void SetRadarMarkerState(int counter, int flag);
|
||||
static bool DisplayThisBlip(int counter);
|
||||
static void GetTextureCorners(int x, int y, CVector2D * out);
|
||||
static void ClipRadarTileCoords(int *x, int *y);
|
||||
static void TransformRealWorldToTexCoordSpace(CVector2D &out, const CVector2D &in, int x, int y);
|
||||
static void TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D &in);
|
||||
static void TransformRadarPointToScreenSpace(CVector2D &out, const CVector2D &in);
|
||||
static void TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D &in);
|
||||
|
||||
// no in CRadar in the game:
|
||||
static void GetTextureCorners(int x, int y, CVector2D *out);
|
||||
static void ClipRadarTileCoords(int &x, int &y);
|
||||
};
|
||||
|
|
|
@ -108,6 +108,23 @@ GetFirstAtomic(RpClump *clump)
|
|||
return atm;
|
||||
}
|
||||
|
||||
RwTexture*
|
||||
GetFirstTextureCallback(RwTexture *tex, void *data)
|
||||
{
|
||||
*(RwTexture**)data = tex;
|
||||
return nil;
|
||||
}
|
||||
|
||||
RwTexture*
|
||||
GetFirstTexture(RwTexDictionary *txd)
|
||||
{
|
||||
RwTexture *tex;
|
||||
|
||||
tex = nil;
|
||||
RwTexDictionaryForAllTextures(txd, GetFirstTextureCallback, &tex);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void
|
||||
CameraSize(RwCamera * camera, RwRect * rect,
|
||||
RwReal viewWindow, RwReal aspectRatio)
|
||||
|
|
|
@ -7,6 +7,7 @@ void DefinedState(void);
|
|||
RwFrame *GetFirstChild(RwFrame *frame);
|
||||
RwObject *GetFirstObject(RwFrame *frame);
|
||||
RpAtomic *GetFirstAtomic(RpClump *clump);
|
||||
RwTexture *GetFirstTexture(RwTexDictionary *txd);
|
||||
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
|
||||
|
|
Loading…
Reference in a new issue