| 31 |
|
return OBJrConsole_OnActivate( inObject, inCharacter ); |
| 32 |
|
} |
| 33 |
|
|
| 34 |
+ |
int FLrHook_DebugNameTextureInit(short width, short height, int type, int allocated, int flags, char* name, void** output) |
| 35 |
+ |
{ |
| 36 |
+ |
//flags = (1 << 10); |
| 37 |
+ |
type = 1; |
| 38 |
+ |
//DDrPatch_Byte( 0x005EB83C + 3, 0xff ); |
| 39 |
+ |
DDrPatch_Int32( 0x005EB83C, 0xFF000000 ); |
| 40 |
+ |
return M3rTextureMap_New(width, height, type, allocated, flags, name, output); |
| 41 |
+ |
} |
| 42 |
+ |
|
| 43 |
+ |
short FLrHook_DebugNameShadeHack( Character* Char ) |
| 44 |
+ |
{ |
| 45 |
+ |
|
| 46 |
+ |
return TSrContext_SetShade(*(void**)0x005EB844, ONrCharacter_GetHealthShade( Char->Health, Char->MaxHealth )); |
| 47 |
+ |
//return TSrContext_SetShade(*(void**)0x005EB844, 0xFFFFFFFF); |
| 48 |
+ |
} |
| 49 |
+ |
/* |
| 50 |
+ |
void FLrHook_Lasers( Character* PlayerChar ) |
| 51 |
+ |
{ |
| 52 |
+ |
if(server_started || client_connected) |
| 53 |
+ |
{ |
| 54 |
+ |
int i; |
| 55 |
+ |
for(i = 0; i < MAX_PLAYERS; i++) |
| 56 |
+ |
{ |
| 57 |
+ |
if(PlayerList[i] && PlayerList[i]->Chr && PlayerList[i]->Chr->Inventory.Weapons[0]) |
| 58 |
+ |
{ |
| 59 |
+ |
ONiDrawWeaponSight( PlayerList[i]->Chr ); |
| 60 |
+ |
} |
| 61 |
+ |
} |
| 62 |
+ |
} |
| 63 |
+ |
else |
| 64 |
+ |
{ |
| 65 |
+ |
if( |
| 66 |
+ |
ONiDrawWeaponSight( ONgGameState->PlayerCharacter ); |
| 67 |
+ |
} |
| 68 |
+ |
} |
| 69 |
+ |
*/ |
| 70 |
+ |
|
| 71 |
+ |
void FLrHook_Lasers( Character* Char ) |
| 72 |
+ |
{ |
| 73 |
+ |
ONiDrawWeaponSight( Char ); |
| 74 |
+ |
AI2rDisplayDebuggingInfo( Char ); |
| 75 |
+ |
} |