#include "common.h" #include "main.h" #include "WeaponEffects.h" #include "TxdStore.h" #include "Sprite.h" RwTexture *gpCrossHairTex; RwRaster *gpCrossHairRaster; CWeaponEffects gCrossHair; CWeaponEffects::CWeaponEffects() { } CWeaponEffects::~CWeaponEffects() { } void CWeaponEffects::Init(void) { gCrossHair.m_bActive = false; gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f); gCrossHair.m_nRed = 0; gCrossHair.m_nGreen = 0; gCrossHair.m_nBlue = 0; gCrossHair.m_nAlpha = 255; gCrossHair.m_fSize = 1.0f; gCrossHair.m_fRotation = 0.0f; CTxdStore::PushCurrentTxd(); int32 slot = CTxdStore::FindTxdSlot("particle"); CTxdStore::SetCurrentTxd(slot); gpCrossHairTex = RwTextureRead("crosshair", nil); gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex); CTxdStore::PopCurrentTxd(); } void CWeaponEffects::Shutdown(void) { RwTextureDestroy(gpCrossHairTex); #if GTA_VERSION >= GTA3_PC_11 gpCrossHairTex = nil; #endif } void CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size) { gCrossHair.m_bActive = true; gCrossHair.m_vecPos = pos; gCrossHair.m_nRed = red; gCrossHair.m_nGreen = green; gCrossHair.m_nBlue = blue; gCrossHair.m_nAlpha = alpha; gCrossHair.m_fSize = size; } void CWeaponEffects::ClearCrossHair(void) { gCrossHair.m_bActive = false; } void CWeaponEffects::Render(void) { if ( gCrossHair.m_bActive ) { RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster); RwV3d pos; float w, h; if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) ) { PUSH_RENDERGROUP("CWeaponEffects::Render"); float recipz = 1.0f / pos.z; CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z, gCrossHair.m_fSize * w, gCrossHair.m_fSize * h, gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255, recipz, 255); POP_RENDERGROUP(); } RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); } }