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 |
+ |
} |