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 |
– |
} |
34 |
|
/* |
35 |
|
void FLrHook_Lasers( Character* PlayerChar ) |
36 |
|
{ |
57 |
|
{ |
58 |
|
ONiDrawWeaponSight( Char ); |
59 |
|
AI2rDisplayDebuggingInfo( Char ); |
60 |
< |
} |
60 |
> |
} |