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[Showoff] PIC [message #362414] Wed, 10 December 2008 10:39 Go to next message
Sir Kane
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Video to come some time soon.

http://www.n00bstories.com/image.fetch.php?id=1339405748


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362415 is a reply to message #362414] Wed, 10 December 2008 10:40 Go to previous messageGo to next message
Genesis2001
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Nice! Razz
Re: [Showoff] PIC [message #362416 is a reply to message #362414] Wed, 10 December 2008 10:41 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Awesome.

Release? Thumbs Up
Re: [Showoff] PIC [message #362418 is a reply to message #362414] Wed, 10 December 2008 10:53 Go to previous messageGo to next message
reborn is currently offline  reborn
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Is that rendering lots of .dds files, or just one that's animated?
If you switch weapons and it stops reloading/charging does it reset itself?

Pretty cool man, would you show me how to do it? Video should be interesting Smile



Re: [Showoff] PIC [message #362420 is a reply to message #362414] Wed, 10 December 2008 11:10 Go to previous messageGo to next message
Ma1kel is currently offline  Ma1kel
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Colonel
Can I have your babies.

Re: [Showoff] PIC [message #362422 is a reply to message #362414] Wed, 10 December 2008 11:23 Go to previous messageGo to next message
Sir Kane
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Only the text uses textures.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362427 is a reply to message #362414] Wed, 10 December 2008 11:32 Go to previous messageGo to next message
reborn is currently offline  reborn
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So you're actually drawing that yourself? That's pretty kick-ass! That's some cool directx work Smile

Would you mind showing me how to do it please?



Re: [Showoff] PIC [message #362429 is a reply to message #362414] Wed, 10 December 2008 11:38 Go to previous messageGo to next message
Sir Kane
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Draw(Indexed)Primitve(Up)

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362430 is a reply to message #362414] Wed, 10 December 2008 11:53 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Goztoe
I expected a topic made by scrin showing off cheats but instead I get this kickass, useless but still kickass, feature. Keep it up, SK! And release or it didn't happen Razz.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: [Showoff] PIC [message #362433 is a reply to message #362430] Wed, 10 December 2008 12:08 Go to previous messageGo to next message
Starbuzzz
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Thumbs Up

http://img30.imageshack.us/img30/8746/buzzsigfinal.jpg
Re: [Showoff] PIC [message #362434 is a reply to message #362414] Wed, 10 December 2008 12:09 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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soon this topic will have 3+ pages with everyone saying can i have it can i have it..
Re: [Showoff] PIC [message #362436 is a reply to message #362414] Wed, 10 December 2008 12:11 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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pretty cool btw, but the drawings look like a monotone paint color Razz
Re: [Showoff] PIC [message #362459 is a reply to message #362414] Wed, 10 December 2008 14:17 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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Very nice Thumbs Up

Will it require specific scripts set? (Like 3.4.4)


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: [Showoff] PIC [message #362466 is a reply to message #362414] Wed, 10 December 2008 14:50 Go to previous messageGo to next message
dr3w2 is currently offline  dr3w2
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Commander
Surprised SK working on Renegade.


Nice to see, and it looks good man.


n00bstories Server Administrator
Re: [Showoff] PIC [message #362468 is a reply to message #362414] Wed, 10 December 2008 15:00 Go to previous messageGo to next message
Sir Kane
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It requires the new TT stuff.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362484 is a reply to message #362414] Wed, 10 December 2008 15:48 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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OMG OMG OMG DATS SO GREAT ILL SUCK UR DICK IF U GIVe MORE SCREENIES

[/ridiculousscrinfanbase]

But, in all seriousness, that's pretty cool. I wish the PIC kept the charging ability, and had increased firepower to compensate for charging time.


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Re: [Showoff] PIC [message #362515 is a reply to message #362414] Wed, 10 December 2008 18:00 Go to previous messageGo to next message
Sir Kane
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Here's the code for the reload bar!!!
	if (state == WeaponClass::WS_RELOADING){
		barx = (float)draw.Draw_Single_Line(D3DCOLOR_XRGB(255,255,0), 0, 0, L"Charging... ");
		barx *= draw.GetScalar();
		DrawChargeBar(barx, 0.003f, 0.02f, 0.004f, 1.0f-(1.0f/reloadtime*statetime), D3DCOLOR_XRGB(255,255,0), D3DCOLOR_XRGB(255,255,0), D3DCOLOR_XRGB(0,0,0));
	} else if (maxammo == 0 && _ammo == 0)
		draw.Draw_Single_Line(D3DCOLOR_XRGB(255,0,0), 0, 0, L"Battery depleted.");
	else
		draw.Draw_Single_Line(D3DCOLOR_XRGB(0,255,0), 0, 0, L"Charged.");
		


	if (g_pPICBatch->Serialize())
		g_pPICBatch->Render();


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362572 is a reply to message #362414] Wed, 10 December 2008 22:38 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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one word (sex)

Will this be done for volt rifle and any other weapons ?


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: [Showoff] PIC [message #362598 is a reply to message #362572] Thu, 11 December 2008 04:23 Go to previous messageGo to next message
YazooGang is currently offline  YazooGang
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Colonel
Gen_Blacky wrote on Thu, 11 December 2008 06:38

one word (sex)

Will this be done for volt rifle and any other weapons ?

maybe customize this one and make it work for other weapons?
and plus i'm interested in this code... its nice good job
Re: [Showoff] PIC [message #362603 is a reply to message #362414] Thu, 11 December 2008 06:00 Go to previous messageGo to next message
reborn is currently offline  reborn
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::WS_RELOADING


That's pretty cool. It'd be kinda funny to have a chance of the reloading to jam, and if so set an animation on the player, like hitting the side of the weapon.



[Updated on: Thu, 11 December 2008 06:01]

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Re: [Showoff] PIC [message #362605 is a reply to message #362603] Thu, 11 December 2008 06:14 Go to previous messageGo to next message
YazooGang is currently offline  YazooGang
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Colonel
reborn wrote on Thu, 11 December 2008 08:00

::WS_RELOADING


That's pretty cool. It'd be kinda funny to have a chance of the reloading to jam, and if so set an animation on the player, like hitting the side of the weapon.

like in Far Cry 2!
that idea is nice, maybe make it?
Re: [Showoff] PIC [message #362670 is a reply to message #362414] Thu, 11 December 2008 13:17 Go to previous messageGo to next message
Sir Kane
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Weapon jamming is silly.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: [Showoff] PIC [message #362672 is a reply to message #362414] Thu, 11 December 2008 13:23 Go to previous messageGo to next message
reborn is currently offline  reborn
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It'd be kinda funny to see it happen once though. Some dude running around jumping like a rabbit with rabbies, firing his ramjet in the hopes of a head shot, only to have his gun jam and stand there like an idiot banging the side of it. Just once...


Re: [Showoff] PIC [message #362825 is a reply to message #362603] Fri, 12 December 2008 08:00 Go to previous messageGo to next message
Genesis2001
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reborn wrote on Thu, 11 December 2008 06:00

::WS_RELOADING


That's pretty cool. It'd be kinda funny to have a chance of the reloading to jam, and if so set an animation on the player, like hitting the side of the weapon.



Hell yea! That'd be cool and more realistic. Wink
Re: [Showoff] PIC [message #363058 is a reply to message #362414] Sat, 13 December 2008 15:56 Go to previous messageGo to previous message
Sir Kane
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Omgomg
#include "dllmain.h"
#include "RegistrationSubsystems.h"
#include "Render.h"
#include "W32Font.h"
#include "SceneRender.h"
#include "RedirectHandler.h"
#include "Math.h"
#include <time.h>
#include "RenderObjClass.h"
#include "SceneClass.h"
#include "Console.h"
#include "StateManager.h"
#include "WeaponClasses.h"
#include "PICHUD.h"

CWin32Font*	g_pPICFont;
CFontBatch*	g_pPICBatch;

#define PICHUDSTATE_READY		(0)
#define PICHUDSTATE_RELOADING	(1)
#define PICHUDSTATE_DEPLETED	(2)

Vector3	g_DisplayVertices[5] = {
	Vector3(-0.008227f, 0.140099f, 0.024404f),
	Vector3(-0.056067f, 0.140099f, 0.024404f),
	Vector3(-0.059560f, 0.140099f, 0.040857f),
	Vector3(-0.059560f, 0.140099f, 0.028945f),
	Vector3(-0.008227f, 0.140099f, 0.040857f),
};

int g_DisplayIndices[9] = {
	3, 2, 1,
	1, 2, 4,
	1, 4, 0,
};

D3DCOLOR g_DisplayColors[5] = {
	D3DCOLOR_XRGB(0,0,0),
	D3DCOLOR_XRGB(0,0,0),
	D3DCOLOR_XRGB(0,0,0),
	D3DCOLOR_XRGB(0,0,0),
	D3DCOLOR_XRGB(0,0,0),
};

Vector3	g_OutsideVertices[9] = {
	Vector3(-0.002435f, 0.140099f, 0.024469f),
	Vector3(0.030383f, 0.140099f, 0.024469f),
	Vector3(0.040079f, 0.140099f, 0.026707f),
	Vector3(0.053505f, 0.140099f, 0.042370f),
	Vector3(0.054624f, 0.140099f, 0.049083f),
	Vector3(0.054624f, 0.140099f, 0.096073f),
	Vector3(0.035736f, 0.140099f, 0.131874f),
	Vector3(0.031261f, 0.140099f, 0.135230f),
	Vector3(0.003685f, 0.140099f, 0.135230f),
};

Vector3	g_InsideVertices[9] = {
	Vector3(-0.002435f, 0.140099f, 0.040133f),
	Vector3(0.027400f, 0.140099f, 0.040133f),
	Vector3(0.033367f, 0.140099f, 0.041251f),
	Vector3(0.038960f, 0.140099f, 0.047964f),
	Vector3(0.040079f, 0.140099f, 0.052439f),
	Vector3(0.040079f, 0.140099f, 0.093835f),
	Vector3(0.027641f, 0.140099f, 0.117330f),
	Vector3(0.024285f, 0.140099f, 0.119567f),
	Vector3(0.003685f, 0.140099f, 0.119567f),
};

float	g_OutLengths[8];
float	g_InLengths[8];

float	g_OutLengthTotal;
float	g_InLengthTotal;

#define VERT_Y_INC	(0.000001f)

void InitNumDisplay(){
	int i;
	for (i = 0; i < 5; i++)
		g_DisplayVertices[i].Y += VERT_Y_INC;

}

void MakeBarLengths(){
	int i;
	
	for (i = 0; i < 9; i++)
		g_OutsideVertices[i].Y += VERT_Y_INC;

	for (i = 0; i < 9; i++)
		g_InsideVertices[i].Y += VERT_Y_INC;

	for (i = 0; i < 8; i++)
		g_OutLengthTotal += (g_OutLengths[i] = (g_OutsideVertices[i+1]-g_OutsideVertices[i]).Length());

	for (i = 0; i < 8; i++)
		g_InLengthTotal += (g_InLengths[i] = (g_InsideVertices[i+1]-g_InsideVertices[i]).Length());
}

void DrawPICBar(float len, D3DCOLOR color, D3DCOLOR color2){
	float inlen;
	float alpha, left;
	int i, rects;
	Vector3 verts[4];
	D3DCOLOR colors[4];
	len = (len < 0.0f) ? 0.0f : ((len > 1.0f) ? 1.0f : len);
	inlen = g_InLengthTotal * len;
	int indices[6];

	left = inlen;
	i = 0;

	rects = len > 0.0f ? 1 : 0;

	for (i = 0; i < 8; i++){
		if (left < g_InLengths[i]) break;
		left -= g_InLengths[i];
		rects++;
	}

	left = inlen;

	indices[0] = 0;
	indices[1] = 1;
	indices[2] = 2;

	indices[3] = 1;
	indices[4] = 2;
	indices[5] = 3;

	colors[0] = color;
	colors[1] = color;
	colors[2] = color;
	colors[3] = color;

	for (i = 0; i < rects; i++){
		alpha = (left > g_InLengths[i]) ? 1.0f : 1.0f/g_InLengths[i]*left;
		left -= g_InLengths[i];
		
		verts[0] = g_InsideVertices[i];
		verts[1] = g_OutsideVertices[i];
		verts[2] = Vector3::Lerp(g_InsideVertices[i], g_InsideVertices[i+1], alpha);
		verts[3] = Vector3::Lerp(g_OutsideVertices[i], g_OutsideVertices[i+1], alpha);
		
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);
	}

	left = g_InLengthTotal-inlen;

	colors[0] = color2;
	colors[1] = color2;
	colors[2] = color2;
	colors[3] = color2;

	for (i = 8; i > rects-1; i--){
		alpha = (left > g_InLengths[i-1]) ? 1.0f : 1.0f/g_InLengths[i-1]*left;
		left -= g_InLengths[i-1];
		
		verts[0] = g_InsideVertices[i];
		verts[1] = g_OutsideVertices[i];
		verts[2] = Vector3::Lerp(g_InsideVertices[i], g_InsideVertices[i-1], alpha);
		verts[3] = Vector3::Lerp(g_OutsideVertices[i], g_OutsideVertices[i-1], alpha);
				
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);
	}
}

void DrawAmmoCountBackground(D3DCOLOR color){
	D3DCOLOR colors[9];
	int i;

	colors[0] = colors[1] = colors[2] = colors[3] = colors[4] = color;
	

	Draw_Indexed_Prim(3, g_DisplayVertices, NULL, colors, g_DisplayIndices);
}

void DrawChargeBar(float x, float y, float width, float height, float progress, D3DCOLOR framecolor, D3DCOLOR barcolor, D3DCOLOR barcolor2){
	Vector3 verts[4];
	D3DCOLOR colors[4];
	int i;
	int indices[6] = {
		0, 1, 2,
		1, 2, 3,
	};
	for (i = 0; i < 4; i++)
		verts[i].Z = 0.0f;

	if (progress == 1.0f){
		for (i = 0; i < 4; i++)
			colors[i] = barcolor;

		verts[0].X = x;
		verts[0].Y = y;

		verts[1].X = x+width;
		verts[1].Y = y;

		verts[2].X = x;
		verts[2].Y = y+height;

		verts[3].X = x+width;
		verts[3].Y = y+height;
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);
	} else if (progress == 0.0f){
		for (i = 0; i < 4; i++)
			colors[i] = barcolor2;

		verts[0].X = x;
		verts[0].Y = y;

		verts[1].X = x+width;
		verts[1].Y = y;

		verts[2].X = x;
		verts[2].Y = y+height;

		verts[3].X = x+width;
		verts[3].Y = y+height;
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);
	} else {
		for (i = 0; i < 4; i++)
			colors[i] = barcolor;

		verts[0].X = x;
		verts[0].Y = y;

		verts[1].X = x+(width*progress);
		verts[1].Y = y;

		verts[2].X = x;
		verts[2].Y = y+height;

		verts[3].X = x+(width*progress);
		verts[3].Y = y+height;
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);


		for (i = 0; i < 4; i++)
			colors[i] = barcolor2;

		verts[0].X = x+(width*progress);
		verts[0].Y = y;

		verts[1].X = x+width;
		verts[1].Y = y;

		verts[2].X = x+(width*progress);
		verts[2].Y = y+height;

		verts[3].X = x+width;
		verts[3].Y = y+height;
		Draw_Indexed_Prim(2, verts, NULL, colors, indices);
	}

	Draw_Frame(RectClass(x, y, x+width, y+height), framecolor);
}

/*
PICHUDRenderObjClass
*/

PICHUDRenderObjClass::PICHUDRenderObjClass(){
	Matrix3D mat(true);
	Set_Transform(mat);
	m_Bits |= BOUNDING_VOLUMES_VALID | IS_FORCE_VISIBLE;

}

PICHUDRenderObjClass::~PICHUDRenderObjClass(){
}

RenderObjClass* PICHUDRenderObjClass::Clone(){
	return NULL;
}

int PICHUDRenderObjClass::Get_Sort_Level(){
	return WW3D::MinStaticSortLevel;
	//return WW3D::MaxStaticSortLevel;
	ShaderClass shader;
	shader.Set_Shader(ShaderClass::_PresetAlphaShader);
	shader.m_Depth_Mask = 1;
	return shader.Guess_Sort_Level();
}

void PICHUDRenderObjClass::Render(RenderInfoClass&){
	int sort_level;
	CTextDrawer draw;
	int _ammo;
	int maxammo;
	int displayammo;
	Matrix3D mat, trans;
	WeaponClass *pWeapon;
	Matrix4 mat2;
	float ammo;
	ShaderClass shader;
	wchar_t lBuf[16];
	bool hasinclip;
	float statetime;
	float reloadtime;
	WeaponClass::WeaponState state;
	float barx;
	float time;
	int t;

	if (WW3D::AreStaticSortListsEnabled && (sort_level = Get_Sort_Level())){
		WW3D::Add_To_Static_Sort_List(this, sort_level);
		return;
	}
	
	g_pPICBatch->Reset();
	draw.Set_Batch(g_pPICBatch);
	draw.Set_Font(g_pPICFont);

	
	D3DMATERIAL9 matr;
	memset(&matr, 0, sizeof(D3DMATERIAL9));
	matr.Diffuse.a = 1.0f;
	matr.Diffuse.r = 1.0f;
	matr.Diffuse.g = 1.0f;
	matr.Diffuse.b = 1.0f;
	
	(*g_ppD3DDevice)->SetPixelShader(NULL);
	(*g_ppD3DDevice)->SetVertexShader(NULL);
	StateManager::SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
	StateManager::SetMaterial(&matr);
	StateManager::SetRenderState(D3DRS_LIGHTING, FALSE);
	StateManager::SetRenderState(D3DRS_FOGENABLE, FALSE);

	StateManager::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	shader.Set_Shader(ShaderClass::_PresetAlphaShader);
	shader.m_Texturing = 1;
	shader.Apply();

	
	(*g_ppD3DDevice)->SetTexture(0, NULL);
	mat2.Init(m_Transform);
	mat2 = (Matrix4(m_Transform).Transpose());
	StateManager::SetTransform(D3DTS_WORLD, (D3DMATRIX*)&mat2);
	StateManager::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	displayammo = -1;
	hasinclip = false;
	state = WeaponClass::WS_READY;
	statetime = 0;
	reloadtime = 1.0f;
	if ((pWeapon = WeaponBagClass::GetMyWeapon(false))){
		state = pWeapon->GetState();
		statetime = pWeapon->GetStateTime();
		reloadtime = pWeapon->m_pDefintion->m_Reload_Time;
		if (reloadtime == 0.0f) reloadtime = 0.0000001f;
		_ammo = pWeapon->m_Ammo;
		maxammo = pWeapon->m_Max_Ammo;
		if (_ammo == -1 || maxammo == -1){
			ammo = 1.0f;
			displayammo = -1;
		}else{
			ammo = 1.0f/((float)((int)pWeapon->m_pDefintion->m_Max_Inventory_Rounds))*((float)(displayammo = maxammo));
			hasinclip = (int)pWeapon->m_Ammo ? true : false;
		}
	} else
		ammo = 1.0f;
	//Draw ammo bar
	DrawPICBar(ammo, D3DCOLOR_XRGB(0,255,0), D3DCOLOR_XRGB(255,0,0));
	DrawAmmoCountBackground(D3DCOLOR_XRGB(0,0,0));

	//Draw weapon status
	draw.Set_Scene_Size(0.01f);
	mat.Make_Identity();
	mat.setRotationX(Deg2Rad(-90.0f));
	mat.setRotationZ(Deg2Rad(180.0f));
	trans.Set_Translation(Vector3(0.023128f-0.009f, 0.1402f, 0.051910f+0.01f));
	mat = m_Transform*trans*mat;
	mat2 = Matrix4(mat).Transpose();
	StateManager::SetTransform(D3DTS_WORLD, (D3DMATRIX*)&mat2);

	if (state == WeaponClass::WS_RELOADING){
		barx = (float)draw.Draw_Single_Line(D3DCOLOR_XRGB(255,255,0), 0, 0, L"Charging... ");
		barx *= draw.GetScalar();
		DrawChargeBar(barx, 0.003f, 0.02f, 0.004f, 1.0f-(1.0f/reloadtime*statetime), D3DCOLOR_XRGB(255,255,0), D3DCOLOR_XRGB(255,255,0), D3DCOLOR_XRGB(0,0,0));
	} else if (maxammo == 0 && _ammo == 0)
		draw.Draw_Single_Line(D3DCOLOR_XRGB(255,0,0), 0, 0, L"Battery depleted.");
	else
		draw.Draw_Single_Line(D3DCOLOR_XRGB(0,255,0), 0, 0, L"Charged.");
		


	if (g_pPICBatch->Serialize())
		g_pPICBatch->Render();
	g_pPICBatch->Reset();

	//DrawAmmoCountBackground(hasinclip ? D3DCOLOR_XRGB(0,255,0) : D3DCOLOR_XRGB(255,0,0));	

	draw.Set_Scene_Size(0.0169f);
	mat.Make_Identity();
	mat.setRotationX(Deg2Rad(-90.0f));
	mat.setRotationZ(Deg2Rad(180.0f));
	trans.Set_Translation(Vector3(-0.008227f+0.0001f, 0.1402f, 0.024404f+0.0162f));
	mat = m_Transform*trans*mat;
	mat2 = Matrix4(mat).Transpose();
	StateManager::SetTransform(D3DTS_WORLD, (D3DMATRIX*)&mat2);

	if (displayammo == -1)
		StrCpyW(lBuf, L"\x221E");
	else
		swprintf(lBuf, L"%d", displayammo);


	draw.Draw_Single_Line(displayammo > 0 ? D3DCOLOR_XRGB(0,255,0) : D3DCOLOR_XRGB(255,0,0), 0, 0, lBuf);
	if (g_pPICBatch->Serialize())
		g_pPICBatch->Render();
}

RenderObjClass*  _stdcall AttachWeapon(WeaponClass* pWeapon, RenderObjClass* pWeaponObj){
	g_pWeaponModel = pWeaponObj;
	RenderObjClass *pObj;
	if (pWeapon->m_pDefintion->Get_ID() == 409610033){
		pObj = new PICHUDRenderObjClass;
		if (pObj && pWeaponObj){
			pWeaponObj->Add_Sub_Object_To_Bone(pObj, "F_GM_SCOPE");
			pObj->Release_Ref();
		}
	}
	return pWeaponObj;
}

__declspec(naked) void ASM_WeaponAttach(){
	__asm {
		add esp, 4;
		push eax;
		push edi;
		call AttachWeapon;
		mov edx, 0x0070E7FC;
		jmp edx;
	}
}

/*
PIDHUDRegistrator
*/

void PIDHUDRegistrator::Init(){
#ifdef GAME
	g_pRedirectHandler->RedirectCall(0x0070E7F4, ASM_WeaponAttach);
	g_pPICFont = new CWin32Font();
	g_pPICFont->Create("Arial", 32, 1, 0, 0, 0);
	g_pPICBatch = new CFontBatch;
	InitNumDisplay();
	MakeBarLengths();

#endif //GAME
}


void PIDHUDRegistrator::Terminate(){
#ifdef GAME
	delete g_pPICFont;
	delete g_pPICBatch;
#endif //GAME
}

PIDHUDRegistrator	g_PIDHUDRegistrator;


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
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