#include "common.h" #include "patcher.h" #include "WeaponEffects.h" #include "TxdStore.h" WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); } CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC; void CWeaponEffects::ClearCrossHair() { gCrossHair.m_bCrosshair = false; } 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; } 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(); }