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int G_Entity(int Client)
{
return(0x833D0640 + (Client * 0x31C));
}
unsigned int GetPlayerState(int Client)
{
return(0x83551A10 + (Client * 0x57F8));
}
void SwitchToWeap(int Client, const char *Weapon, int WeaponIndex = 0)
{
if(WeaponIndex == 0)
{
char buffer[100];
sprintf(buffer,"a %i", G_GetWeaponIndexForName(Weapon));
SV(Client, 1, buffer);
}
else
{
char buffer[100];
sprintf(buffer,"a %i", WeaponIndex);
SV(Client, 1, buffer);
}
}
bool Key_IsDown(int localClientIndex, int keynum)
{
if(keynum == -1 || localClientIndex > 3)
return false;
else
return *(int*)(0x82C0CDA8 + (keynum * 0x10) + (localClientIndex * 0x1128) + 0x128);
}
__declspec(naked) bool Key_IsDown(int localClientIndex, int keynum)
{
if(keynum == -1 || localClientIndex > 3)
{
__asm
{
li r3, 0
blr
}
}
else
{
__asm
{
mr r4, keynum
mr r3, localClientIndex
lis r9, 0x82AC
addi r11, r9, -0xCA40
mulli r10, r3, 0x1128
mulli r9, r4, 0x10
addi r7, r11, 0x128
add r6, r10, r9
lwzx r3, r6, r7
blr
}
}
}
game_hudelem_s * spawnElem(int ClientNum)
{
game_hudelem_s * elem = HudElem_Alloc(0,0);
elem->ClientNum = ClientNum;
return elem;
}
game_hudelem_s * Shader[18], * Scrollbar[18], * Title[18], * Newsbar[18], * Text[18];
void MoveOverTime(game_hudelem_s *elem, int time, float x, float y)
{
elem->elem.fromX = elem->elem.x;
elem->elem.fromY = elem->elem.y;
elem->elem.fromAlignOrg = elem->elem.alignOrg;
elem->elem.fromAlignScreen = elem->elem.alignScreen;
elem->elem.moveStartTime = *(int*)0x8310A12C;
elem->elem.moveTime = time;
elem->elem.x = x;
elem->elem.y = y;
}
void setShader(game_hudelem_s * elem, const char * materialName, float x, float y, int width, int height, int alignOrg, int alignScreen, float sort = 0, byte r = 255, byte g = 255, byte b = 255, byte a = 255)
{
elem->elem.type = 0x04;
elem->elem.alignOrg = alignOrg;
elem->elem.alignScreen = alignScreen;
elem->elem.x = x;
elem->elem.y = y;
elem->elem.color.r = r;
elem->elem.color.g = g;
elem->elem.color.b = b;
elem->elem.color.a = a;
elem->elem.width = width;
elem->elem.height = height;
elem->elem.sort = sort;
elem->elem.materialIndex = G_MaterialIndex(materialName);
}
void setText(game_hudelem_s * elem, const char * text, int font, float fontScale, float x, float y, int alignOrg, int alignScreen, float sort = 1, byte r = 255, byte g = 255, byte b = 255, byte a = 255)
{
elem->elem.type = 0x01;
elem->elem.alignOrg = alignOrg;
elem->elem.alignScreen = alignScreen;
elem->elem.font = font;
elem->elem.fontScale = fontScale;
elem->elem.x = x;
elem->elem.y = y;
elem->elem.color.r = r;
elem->elem.color.g = g;
elem->elem.color.b = b;
elem->elem.color.a = a;
elem->elem.sort = sort;
elem->elem.text = G_LocalizedStringIndex(text);
}
float FindY(int client)
{
return (Menu[client].Scroll * 32) + 230;
}
void SwapMenu(int client,const char* text,int Size,int subNumber)
{
Menu[client].Size = Size;
Menu[client].Scroll = 0;
Menu[client].SubMenu = subNumber;
Text[client]->elem.text = G_LocalizedStringIndex(text);
MoveOverTime(Scrollbar[client],230,580,FindY(client));
}
typedef unsigned int start;
void StartUp()
{
for(start i = 0;i<18;i++)
{
Shader[i] = HudElem_Alloc(i,0);
Scrollbar[i] = HudElem_Alloc(i,0);
Newsbar[i] = HudElem_Alloc(i,0);
Text[i] = HudElem_Alloc(i,0);
setShader(Shader[i],"",580,360,100,200,0x5,0x5,1,0,0,0,150);
setShader(Scrollbar[i],"",320,400,100,200,0x5,0x5,1,255,0,0,150);
setShader(Newsbar[i],"",100,255,80,10,0x5,0x5,1,0,0,0,150);
setText(Title[i],"Untitled",5,3.5,0,0,0x5,0x5,255,255,255,255);
}
loaded = true;
}
void Select(int Client, int Option, int SubMenu)
{
switch(SubMenu)
{
case 1:
switch(Option)
{
case 1:
{
setText(Title[Client],"",5,2.5,580,100,0x5,0x5,255,255,255,255,255);
}
break;
{
}
}
}
}
BOOL WINAPI DllMain(HANDLE hInstDLL, DWORD reason, LPVOID IpReserved)
{
switch(reason)
{
case DLL_THREAD_ATTACH:
printf("");
Sleep(45);
break;
case DLL_THREAD_DETACH:
printf("");
Sleep(45);
break;
}
}
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