[876] | 1 | #include "Flatline.h"
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| 2 | #include "Flatline_Hooks.h"
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| 3 | #include "Flatline_Server.h"
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| 4 |
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| 5 | //Don't modify this.
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| 6 | char * FLrHook_DoorOpen( DoorObject *Door, Character *Char)
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| 7 | {
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| 8 | int crashStop;
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| 9 | int Args[2] = {Door->Door.ID, 0};
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| 10 | if(server_started)
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| 11 | {
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| 12 | if(Char)
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| 13 | {
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| 14 | Args[1] = Char->Number;
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| 15 | }
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| 16 | else
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| 17 | {
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| 18 | Args[1] = -1;
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| 19 | }
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| 20 | }
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| 21 | crashStop = !server_started || FLsPublic_Event(EV_DOOR_OPEN, Args);
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| 22 | return (char*)(Door->Door.class);
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| 23 | }
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| 24 | short FLrHook_ConsoleActivate( void *inObject, Character *inCharacter )
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| 25 | {
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| 26 | if(server_started)
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| 27 | {
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| 28 | int Args[2] = {*((char*)inObject + 0x2C), inCharacter->Number};
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| 29 | FLsPublic_Event(EV_CONSOLE_USE, Args);
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| 30 | }
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| 31 | return OBJrConsole_OnActivate( inObject, inCharacter );
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| 32 | }
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| 33 |
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| 34 | int FLrHook_DebugNameTextureInit(short width, short height, int type, int allocated, int flags, char* name, void** output)
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| 35 | {
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| 36 | //flags = (1 << 10);
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| 37 | type = 1;
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| 38 | //DDrPatch_Byte( 0x005EB83C + 3, 0xff );
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| 39 | DDrPatch_Int32( 0x005EB83C, 0xFF000000 );
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| 40 | return M3rTextureMap_New(width, height, type, allocated, flags, name, output);
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| 41 | }
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| 42 |
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| 43 | short FLrHook_DebugNameShadeHack( Character* Char )
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| 44 | {
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| 45 |
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| 46 | return TSrContext_SetShade(*(void**)0x005EB844, ONrCharacter_GetHealthShade( Char->Health, Char->MaxHealth ));
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| 47 | //return TSrContext_SetShade(*(void**)0x005EB844, 0xFFFFFFFF);
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| 48 | }
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| 49 | /*
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| 50 | void FLrHook_Lasers( Character* PlayerChar )
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| 51 | {
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| 52 | if(server_started || client_connected)
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| 53 | {
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| 54 | int i;
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| 55 | for(i = 0; i < MAX_PLAYERS; i++)
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| 56 | {
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| 57 | if(PlayerList[i] && PlayerList[i]->Chr && PlayerList[i]->Chr->Inventory.Weapons[0])
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| 58 | {
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| 59 | ONiDrawWeaponSight( PlayerList[i]->Chr );
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| 60 | }
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| 61 | }
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| 62 | }
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| 63 | else
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| 64 | {
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| 65 | if(
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| 66 | ONiDrawWeaponSight( ONgGameState->PlayerCharacter );
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| 67 | }
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| 68 | }
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| 69 | */
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| 70 |
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| 71 | void FLrHook_Lasers( Character* Char )
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| 72 | {
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| 73 | ONiDrawWeaponSight( Char );
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| 74 | AI2rDisplayDebuggingInfo( Char );
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| 75 | }
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