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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* ONICALL 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 ONICALL 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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/* |
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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 ONICALL FLrHook_Lasers( Character* Char ) |
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{ |
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ONiDrawWeaponSight( Char ); |
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AI2rDisplayDebuggingInfo( Char ); |
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} |