#include "common.h" #include "patcher.h" #include "Draw.h" #include "Camera.h" #include "Sprite2d.h" RwIm2DVertex *CSprite2d::maVertices = (RwIm2DVertex*)0x6E9168; float &CSprite2d::RecipNearClip = *(float*)0x880DB4; int32 &CSprite2d::mCurrentBank = *(int32*)0x8F1AF4; RwTexture **CSprite2d::mpBankTextures = (RwTexture**)0x774DC0; int32 *CSprite2d::mCurrentSprite = (int32*)0x6F4500; int32 *CSprite2d::mBankStart = (int32*)0x774BE8; RwIm2DVertex *CSprite2d::maBankVertices = (RwIm2DVertex*)0x8429F8; void CSprite2d::SetRecipNearClip(void) { RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); } void CSprite2d::InitPerFrame(void) { int i; mCurrentBank = 0; for(i = 0; i < 10; i++) mCurrentSprite[i] = 0; for(i = 0; i < 10; i++) mpBankTextures[i] = nil; } int32 CSprite2d::GetBank(int32 n, RwTexture *tex) { mpBankTextures[mCurrentBank] = tex; mCurrentSprite[mCurrentBank] = 0; mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n; return mCurrentBank++; } void CSprite2d::AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) { SetVertices(&maBankVertices[6 * (mCurrentSprite[bank] + mBankStart[bank])], rect, col, col, col, col, u0, v0, u1, v1, u2, v2, u3, v3); mCurrentSprite[bank]++; if(mCurrentSprite[bank] + mBankStart[bank] >= mBankStart[bank+1]){ DrawBank(bank); mCurrentSprite[bank] = 0; } } void CSprite2d::DrawBank(int32 bank) { if(mCurrentSprite[bank] == 0) return; RwRenderStateSet(rwRENDERSTATETEXTURERASTER, mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]); mCurrentSprite[bank] = 0; RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); } void CSprite2d::Delete(void) { if(m_pTexture){ RwTextureDestroy(m_pTexture); m_pTexture = nil; } } void CSprite2d::SetTexture(char *name) { Delete(); if(name) m_pTexture = RwTextureRead(name, nil); } void CSprite2d::SetTexture(char *name, char *mask) { Delete(); if(name) m_pTexture = RwTextureRead(name, mask); } void CSprite2d::SetAddressing(RwTextureAddressMode addr) { if(m_pTexture) RwTextureSetAddressing(m_pTexture, addr); } void CSprite2d::SetRenderState(void) { if(m_pTexture) RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture)); else RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); } void CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col) { SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0); SetRenderState(); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } void CSprite2d::Draw(const CRect &rect, const CRGBA &col) { SetVertices(rect, col, col, col, col, 0); SetRenderState(); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } void CSprite2d::Draw(const CRect &rect, const CRGBA &col, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) { SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2); SetRenderState(); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } void CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) { SetVertices(rect, c0, c1, c2, c3, 0); SetRenderState(); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } void CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col) { SetVertices(x1, y2, x2, y2, x3, y3, x4, y4, col, col, col, col); SetRenderState(); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } // Arguments: // 2---3 // | | // 0---1 void CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far) { float screenz, z, recipz; if(far){ screenz = RwIm2DGetFarScreenZ(); z = RwCameraGetFarClipPlane(Scene.camera); }else{ screenz = RwIm2DGetNearScreenZ(); z = 1.0f/RecipNearClip; } recipz = 1.0f/z; // This is what we draw: // 0---1 // | / | // 3---2 RwIm2DVertexSetScreenX(&maVertices[0], r.left); RwIm2DVertexSetScreenY(&maVertices[0], r.bottom); RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[1], r.right); RwIm2DVertexSetScreenY(&maVertices[1], r.bottom); RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[2], r.right); RwIm2DVertexSetScreenY(&maVertices[2], r.top); RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[3], r.left); RwIm2DVertexSetScreenY(&maVertices[3], r.top); RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); } void CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) { float screenz, z, recipz; screenz = RwIm2DGetNearScreenZ(); z = 1.0f/RecipNearClip; recipz = 1.0f/z; // This is what we draw: // 0---1 // | / | // 3---2 RwIm2DVertexSetScreenX(&maVertices[0], r.left); RwIm2DVertexSetScreenY(&maVertices[0], r.bottom); RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&maVertices[0], u0, recipz); RwIm2DVertexSetV(&maVertices[0], v0, recipz); RwIm2DVertexSetScreenX(&maVertices[1], r.right); RwIm2DVertexSetScreenY(&maVertices[1], r.bottom); RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetU(&maVertices[1], u1, recipz); RwIm2DVertexSetV(&maVertices[1], v1, recipz); RwIm2DVertexSetScreenX(&maVertices[2], r.right); RwIm2DVertexSetScreenY(&maVertices[2], r.top); RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetU(&maVertices[2], u2, recipz); RwIm2DVertexSetV(&maVertices[2], v2, recipz); RwIm2DVertexSetScreenX(&maVertices[3], r.left); RwIm2DVertexSetScreenY(&maVertices[3], r.top); RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetU(&maVertices[3], u3, recipz); RwIm2DVertexSetV(&maVertices[3], v3, recipz); } void CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) { float screenz, recipz; screenz = RwIm2DGetNearScreenZ(); recipz = RecipNearClip; RwIm2DVertexSetScreenX(&maVertices[0], x3); RwIm2DVertexSetScreenY(&maVertices[0], y3); RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[1], x4); RwIm2DVertexSetScreenY(&maVertices[1], y4); RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[2], x2); RwIm2DVertexSetScreenY(&maVertices[2], y2); RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetScreenX(&maVertices[3], x1); RwIm2DVertexSetScreenY(&maVertices[3], y1); RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); } void CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col) { int i; float screenz, recipz; screenz = RwIm2DGetNearScreenZ(); recipz = RecipNearClip; for(i = 0; i < n; i++){ RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f); RwIm2DVertexSetCameraZ(&maVertices[i], z); RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz); RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a); RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz); RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz); } } void CSprite2d::SetMaskVertices(int n, float *positions) { int i; float screenz, recipz; screenz = RwIm2DGetNearScreenZ(); recipz = RecipNearClip; for(i = 0; i < n; i++){ RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); RwIm2DVertexSetScreenZ(&maVertices[i], screenz); RwIm2DVertexSetCameraZ(&maVertices[i], z); RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz); RwIm2DVertexSetIntRGBA(&maVertices[i], 0, 0, 0, 0); } } void CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) { float screenz, recipz; screenz = RwIm2DGetNearScreenZ(); recipz = RecipNearClip; RwIm2DVertexSetScreenX(&verts[0], r.left); RwIm2DVertexSetScreenY(&verts[0], r.bottom); RwIm2DVertexSetScreenZ(&verts[0], screenz); RwIm2DVertexSetCameraZ(&verts[0], z); RwIm2DVertexSetRecipCameraZ(&verts[0], recipz); RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&verts[0], u0, recipz); RwIm2DVertexSetV(&verts[0], v0, recipz); RwIm2DVertexSetScreenX(&verts[1], r.left); RwIm2DVertexSetScreenY(&verts[1], r.top); RwIm2DVertexSetScreenZ(&verts[1], screenz); RwIm2DVertexSetCameraZ(&verts[1], z); RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetU(&verts[1], u2, recipz); RwIm2DVertexSetV(&verts[1], v2, recipz); RwIm2DVertexSetScreenX(&verts[2], r.right); RwIm2DVertexSetScreenY(&verts[2], r.top); RwIm2DVertexSetScreenZ(&verts[2], screenz); RwIm2DVertexSetCameraZ(&verts[2], z); RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetU(&verts[2], u3, recipz); RwIm2DVertexSetV(&verts[2], v3, recipz); RwIm2DVertexSetScreenX(&verts[3], r.left); RwIm2DVertexSetScreenY(&verts[3], r.bottom); RwIm2DVertexSetScreenZ(&verts[3], screenz); RwIm2DVertexSetCameraZ(&verts[3], z); RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&verts[3], u0, recipz); RwIm2DVertexSetV(&verts[3], v0, recipz); RwIm2DVertexSetScreenX(&verts[4], r.right); RwIm2DVertexSetScreenY(&verts[4], r.top); RwIm2DVertexSetScreenZ(&verts[4], screenz); RwIm2DVertexSetCameraZ(&verts[4], z); RwIm2DVertexSetRecipCameraZ(&verts[4], recipz); RwIm2DVertexSetIntRGBA(&verts[4], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetU(&verts[4], u3, recipz); RwIm2DVertexSetV(&verts[4], v3, recipz); RwIm2DVertexSetScreenX(&verts[5], r.right); RwIm2DVertexSetScreenY(&verts[5], r.bottom); RwIm2DVertexSetScreenZ(&verts[5], screenz); RwIm2DVertexSetCameraZ(&verts[5], z); RwIm2DVertexSetRecipCameraZ(&verts[5], recipz); RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetU(&verts[5], u1, recipz); RwIm2DVertexSetV(&verts[5], v1, recipz); } void CSprite2d::DrawRect(const CRect &r, const CRGBA &col) { SetVertices(r, col, col, col, col, false); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255)); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); } void CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) { SetVertices(r, c0, c1, c2, c3, false); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); } void CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) { SetVertices(r, c0, c1, c2, c3, false); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); } STARTPATCHES #define C4 const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA& #define F8 float, float, float, float, float, float, float, float InjectHook(0x51EA20, CSprite2d::SetRecipNearClip, PATCH_JUMP); InjectHook(0x51EAE0, CSprite2d::InitPerFrame, PATCH_JUMP); InjectHook(0x51EB70, CSprite2d::GetBank, PATCH_JUMP); InjectHook(0x51EBC0, CSprite2d::AddSpriteToBank, PATCH_JUMP); InjectHook(0x51EC50, CSprite2d::DrawBank, PATCH_JUMP); InjectHook(0x51EA00, &CSprite2d::Delete, PATCH_JUMP); InjectHook(0x51F950, &CSprite2d::SetRenderState, PATCH_JUMP); InjectHook(0x51EA40, (void (CSprite2d::*)(char*))&CSprite2d::SetTexture, PATCH_JUMP); InjectHook(0x51EA70, (void (CSprite2d::*)(char*,char*))&CSprite2d::SetTexture, PATCH_JUMP); InjectHook(0x51EAA0, &CSprite2d::SetAddressing, PATCH_JUMP); InjectHook(0x51EE90, (void (*)(const CRect&, C4, uint32))CSprite2d::SetVertices, PATCH_JUMP); InjectHook(0x51F220, (void (*)(const CRect&, C4, F8))CSprite2d::SetVertices, PATCH_JUMP); InjectHook(0x51F070, (void (*)(F8, C4))CSprite2d::SetVertices, PATCH_JUMP); InjectHook(0x51F3E0, (void (*)(int, float*, float*, const CRGBA&))CSprite2d::SetVertices, PATCH_JUMP); InjectHook(0x51F490, CSprite2d::SetMaskVertices, PATCH_JUMP); InjectHook(0x51F720, (void (*)(RwIm2DVertex*, const CRect&, C4, F8))CSprite2d::SetVertices, PATCH_JUMP); InjectHook(0x51ECE0, (void (CSprite2d::*)(float, float, float, float, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP); InjectHook(0x51ED50, (void (CSprite2d::*)(const CRect &, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP); InjectHook(0x51ED90, (void (CSprite2d::*)(const CRect &, const CRGBA &, F8))&CSprite2d::Draw, PATCH_JUMP); InjectHook(0x51EDF0, (void (CSprite2d::*)(const CRect &, C4))&CSprite2d::Draw, PATCH_JUMP); InjectHook(0x51EE40, (void (CSprite2d::*)(F8, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP); InjectHook(0x51F970, (void (*)(const CRect&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP); InjectHook(0x51FA00, (void (*)(const CRect&, C4))CSprite2d::DrawRect, PATCH_JUMP); InjectHook(0x51FA80, CSprite2d::DrawRectXLU, PATCH_JUMP); ENDPATCHES