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#include "Flatline.h" |
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#include "Flatline_Hooks.h" |
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#include "Flatline_Server.h" |
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|
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//Don't modify this. |
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char * FLrHook_DoorOpen( DoorObject *Door, Character *Char) |
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{ |
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int crashStop; |
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int Args[2] = {Door->Door.ID, 0}; |
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if(server_started) |
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{ |
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if(Char) |
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{ |
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Args[1] = Char->Number; |
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} |
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else |
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{ |
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Args[1] = -1; |
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} |
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} |
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crashStop = !server_started || FLsPublic_Event(EV_DOOR_OPEN, Args); |
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return (char*)(Door->Door.class); |
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} |
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short FLrHook_ConsoleActivate( void *inObject, Character *inCharacter ) |
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{ |
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if(server_started) |
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{ |
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int Args[2] = {*((char*)inObject + 0x2C), inCharacter->Number}; |
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FLsPublic_Event(EV_CONSOLE_USE, Args); |
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} |
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return OBJrConsole_OnActivate( inObject, inCharacter ); |
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} |
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|
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int FLrHook_DebugNameTextureInit(short width, short height, int type, int allocated, int flags, char* name, void** output) |
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{ |
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//flags = (1 << 10); |
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type = 1; |
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//DDrPatch_Byte( 0x005EB83C + 3, 0xff ); |
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DDrPatch_Int32( 0x005EB83C, 0xFF000000 ); |
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return M3rTextureMap_New(width, height, type, allocated, flags, name, output); |
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} |
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|
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short FLrHook_DebugNameShadeHack( Character* Char ) |
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{ |
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|
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return TSrContext_SetShade(*(void**)0x005EB844, ONrCharacter_GetHealthShade( Char->Health, Char->MaxHealth )); |
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//return TSrContext_SetShade(*(void**)0x005EB844, 0xFFFFFFFF); |
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} |
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/* |
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void FLrHook_Lasers( Character* PlayerChar ) |
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{ |
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if(server_started || client_connected) |
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{ |
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int i; |
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for(i = 0; i < MAX_PLAYERS; i++) |
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{ |
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if(PlayerList[i] && PlayerList[i]->Chr && PlayerList[i]->Chr->Inventory.Weapons[0]) |
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{ |
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ONiDrawWeaponSight( PlayerList[i]->Chr ); |
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} |
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} |
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} |
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else |
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{ |
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if( |
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ONiDrawWeaponSight( ONgGameState->PlayerCharacter ); |
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} |
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} |
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*/ |
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|
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void FLrHook_Lasers( Character* Char ) |
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{ |
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ONiDrawWeaponSight( Char ); |
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AI2rDisplayDebuggingInfo( Char ); |
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} |