Changeset 450 for Daodan/src
- Timestamp:
- Jul 22, 2009, 8:00:30 AM (15 years ago)
- Location:
- Daodan/src
- Files:
-
- 1 added
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
Daodan/src/Daodan_BSL.c
r447 r450 117 117 uint16_t ONICALL bsl_powerup(sl_callinfo* callinfo, uint32_t numargs, sl_arg args[], void* dontuse1, void* dontuse2, sl_arg* ret) 118 118 { 119 char powerup_list[7][16] = {"ammo", "cell", "hypo", "shield", "invis" , "lsi", "bossshield"};120 int powerup_offset[7] = { 0xE, 0x12, 0x10, 0x24, 0x26, 0x20, -1};121 char powerup_type[16] = "\0";122 119 int index; 123 120 if (numargs < 2 || args[1].type != sl_str32) return 1; 124 121 else if (args[0].type == sl_str32) index = DDrGetCharacterIndexFromName(args[0].value_str32); 125 122 else index = args[0].value_int32; 126 int i; 127 128 for(i = 0; i < 6; i++) 129 { 130 if(!strcmp(args[1].value_str32,powerup_list[i])) 131 { 132 sprintf(powerup_type,"%s",powerup_list[i]); 133 break; 123 void* returnval; 124 bool is_lsi = 0; 125 Character* Chr = ONgGameState + 0x1260; 126 if(!strcmp(args[1].value_str32,"ammo")) 127 { 128 returnval = &(Chr[index].Inventory_.AmmoUsed); 129 } 130 else if(!strcmp(args[1].value_str32,"hypo")) 131 { 132 returnval = &(Chr[index].Inventory_.HypoUsed); 133 } 134 else if(!strcmp(args[1].value_str32,"cells")) 135 { 136 returnval = &(Chr[index].Inventory_.CellsUsed); 137 } 138 else if(!strcmp(args[1].value_str32,"invis")) 139 { 140 returnval = &(Chr[index].Inventory_.CloakUsed); 141 } 142 else if(!strcmp(args[1].value_str32,"shield")) 143 { 144 returnval = &(Chr[index].Inventory_.ShieldUsed); 145 } 146 else if(!strcmp(args[1].value_str32,"lsi")) 147 { 148 returnval = &(Chr[index].Inventory_.hasLSI); 149 is_lsi = 1; 150 } 151 else if(!strcmp(args[1].value_str32,"bossshield")) 152 { 153 ret->value_int32 = Chr[index].Flags & char_bossshield; 154 ret->type = sl_int32; 155 if (numargs >=3) { 156 if (Chr[index].Flags & char_bossshield) Chr[index].Flags = Chr[index].Flags & ~char_bossshield; 157 else Chr[index].Flags = Chr[index].Flags | char_bossshield; 134 158 } 135 } 136 159 return 0; 160 } 161 else return 1; 137 162 //todo, add setting 138 163 139 if (powerup_type[0] == 0) return 1; 140 Character* Chr = ONgGameState + 0x1260; 141 void* returnval = &(Chr[index]) + 0x194 + powerup_offset[i]; 142 //*returnval = (int)Inv 143 if (numargs >= 2) 144 { 145 //*health = args[1].value_int32; 146 } 147 ret->value_int32 = (int)*(uint16_t*)returnval; 148 ret->type = sl_int32; 164 if(is_lsi) ret->value_int32 = (int)*(bool*)returnval; 165 else ret->value_int32 = *(int*)returnval; 166 ret->type = sl_int32; 167 168 if (numargs >= 3) 169 { 170 if(is_lsi) *(bool*)returnval = args[2].value_int32; 171 else *(int*)returnval = args[2].value_int32; 172 } 173 174 149 175 return 0; 150 176 } … … 195 221 //broken...not only does it sometimes blam, but it returns a string when i want an int so i can study it :< 196 222 int index; 197 if (args[0].type == sl_str32) index = DDrGetCharacterIndexFromName(args[0].value_str32); 198 else index = args[0].value_int32; 199 200 201 if(ONrGetActiveCharacter(ONgGameState + 0x1260 + index * 0x16A0)) return 1; 202 203 int attacker= (int)(ONrGetActiveCharacter(ONgGameState + 0x1260 + index * 0x16A0) + 0x120); 204 ret->type = sl_int32; 205 ret->value_int32 = attacker; 206 return 0; 207 } 223 if (numargs == 0) index = 0; 224 else if (args[0].type == sl_str32) index = DDrGetCharacterIndexFromName(args[0].value_str32); 225 else index = args[0].value_int32; 226 227 Character* Chr = ONgGameState + 0x1260; 228 ActiveCharacter* Active = (ActiveCharacter*)ONrGetActiveCharacter(&Chr[index]); 229 if ((int)Active == 0) return 1; 230 ret->value_int32 = Active->LastDamageSourceCharacter; 231 ret->type = sl_int32; 232 return 0; 233 } 234 208 235 209 236 … … 272 299 return 0; 273 300 } 301 302 uint16_t ONICALL bsl_getactiveoffset(sl_callinfo* callinfo, uint32_t numargs, sl_arg args[], void* dontuse1, void* dontuse2, sl_arg* ret) 303 { 304 DDrConsole_PrintF("Character: 0x%x",(int)ONgGameState + 0x1260); 305 DDrConsole_PrintF("ActiveChar: 0x%x",(int)ONrGetActiveCharacter((void*)((int)ONgGameState + 0x1260))); 306 return 0; 307 } 274 308 /* 275 309 uint16_t ONICALL bsl_sprintf(sl_callinfo* callinfo, uint32_t numargs, sl_arg args[], void* dontuse1, void* dontuse2, sl_arg* ret) … … 371 405 SLrScript_Command_Register_ReturnType("d_powerup","Gets or sets a character's powerups", "ai_name:str|script_id:int powerup:str", sl_int32, bsl_powerup); 372 406 //broken. sometimes crashes, and sometimes returns a string... : / 373 SLrScript_Command_Register_ReturnType("d_getattacker","Gets the last person to hurt a character", "[ai_name:string | script_id:int]", sl_int32, bsl_chrname); 374 407 SLrScript_Command_Register_ReturnType("d_getattacker","Gets the last person to hurt a character", "[ai_name:string | script_id:int]", sl_int32, bsl_getattacker); 408 409 SLrScript_Command_Register_ReturnType("d_active","Gets the last person to hurt a character", "[ai_name:string | script_id:int]", sl_int32, bsl_getactiveoffset); 410 375 411 SLrScript_Command_Register_ReturnType("sprintf", "C-style sprintf.", "format:string arg1 arg2 ...", sl_str32, bsl_sprintf); 376 412 SLrScript_Command_Register_ReturnType("dprintcolor", "prints to console in color", "text:string [color: r b g] [color: r b g]", sl_void, bsl_dprintcolored); 377 } 378 413 414 415 416 SLrScript_Command_Register_ReturnType("d_dprint", "prints to console in color", "text:string [color: r b g] [color: r b g]", sl_void, bsl_dprintcolored); 417 } 379 418 void SLrDaodan_Patch() 380 419 { 381 420 DDrPatch_Int32(OniExe + 0x000f3755, (int)cinematic_start_patch); 382 421 } 422
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