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root/Oni2/Daodan/MSVC/Flatline_Hooks.c
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Comparing Daodan/MSVC/Flatline_Hooks.c (file contents):
Revision 584 by gumby, Mon Jan 24 06:45:07 2011 UTC vs.
Revision 586 by gumby, Wed Feb 2 08:17:19 2011 UTC

# Line 31 | Line 31 | short FLrHook_ConsoleActivate( void *inO
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 + }

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