Home » Renegade Discussions » Mod Forum » [Showoff] PIC
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Re: [Showoff] PIC [message #362466 is a reply to message #362414] |
Wed, 10 December 2008 14:50 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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Commander |
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SK working on Renegade.
Nice to see, and it looks good man.
n00bstories Server Administrator
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Re: [Showoff] PIC [message #362484 is a reply to message #362414] |
Wed, 10 December 2008 15:48 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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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.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: [Showoff] PIC [message #362515 is a reply to message #362414] |
Wed, 10 December 2008 18:00 |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
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General (1 Star) |
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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.
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Re: [Showoff] PIC [message #362603 is a reply to message #362414] |
Thu, 11 December 2008 06:00 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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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] Report message to a moderator
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Re: [Showoff] PIC [message #362672 is a reply to message #362414] |
Thu, 11 December 2008 13:23 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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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...
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Re: [Showoff] PIC [message #362825 is a reply to message #362603] |
Fri, 12 December 2008 08:00 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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reborn wrote on Thu, 11 December 2008 06:00 |
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.
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Hell yea! That'd be cool and more realistic.
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Re: [Showoff] PIC [message #363058 is a reply to message #362414] |
Sat, 13 December 2008 15:56 |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
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General (1 Star) |
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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.
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