mirror of
https://github.com/Ragora/T2-CPP.git
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Experimental C++ API; added .deleteObject()
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Mod Sources/TSExtension/TSExtension.opensdf
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#v4.0:v100
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Debug|Win32|C:\Users\Robert MacGregor\Desktop\T2CPP\Mod Sources\TSExtension\|
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Mod Sources/TSExtension/TSExtension/Debug/vc100.idb
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#v4.0:v100
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Release|Win32|C:\Users\Robert MacGregor\Desktop\T2CPP\Mod Sources\TSExtension\|
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@ -1,136 +0,0 @@
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/**
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* @file DXAPI.h
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* @brief The DXAPI is an API that allows you to manipulate various game objects
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* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
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* variables as you can't really trust the compiler to produce binary compatible classes,
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* especially with all the inheritance involved in the original Tribes 2 codebase.
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*
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* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
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* whose files are appropriately labelled in this codebase. These files have been edited where
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* appropriate in order to make that code play better with the DXAPI.
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*
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* @copyright (c) 2014 Robert MacGregor
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*/
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#pragma once
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#include "LinkerAPI.h"
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namespace DX
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{
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//! A typedef referring to some type of unresolved object in the game.
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typedef void* UnresolvedObject;
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class Projectile {};
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//! Structure representing a player object in the game.
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typedef struct
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{
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//! Object Name
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const char *name;
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//! Object ID
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const unsigned int &id;
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//! X Coordinate of the position.
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float &position_x;
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//! Y Coordinate of the position.
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float &position_y;
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//! Z Coordinate of the position.
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float &position_z;
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//! Player Object Jetting State (readonly, writing it doesn't do anything)
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const bool &is_jetting;
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//! Player Object Jumping State (readonly, writing it doesn't do anything)
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const bool &is_jumping;
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//! Player Object Using Toggable Pack
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bool &is_using_toggledpack;
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} Player;
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/**
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* @brief Returns a usable Player structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable Player structure to manipulate.
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*/
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Player GetPlayerPointer(UnresolvedObject obj);
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//! Structure representing a static shape in the game.
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typedef struct
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{
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//! Object Name
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const char *name;
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//! X Coordinate of the position.
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float &position_x;
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//! Y Coordinate of the position.
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float &position_y;
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//! Z Coordinate of the position.
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float &position_z;
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} StaticShape;
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//! Structure representing a grenade projectile.
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typedef struct
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{
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//! X Coordinate of the position.
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float &position_x;
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//! Y Coordinate of the position.
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float &position_y;
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//! Z Coordinate of the position.
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float &position_z;
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// Note: Thile these values can be set, they're not networked properly
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//! The X Coordinate of the velocity.
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const float &velocity_x;
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//! The Y Coordinate of the velocity.
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const float &velocity_y;
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//! The Z Coordinate of the velocity.
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const float &velocity_z;
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} GrenadeProjectile;
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/**
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* @brief Returns a usable StaticShape structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable StaticShape structure to manipulate.
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*/
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StaticShape GetStaticShapePointer(UnresolvedObject obj);
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//! Structure representing a SimGroup in the game.
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typedef struct
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{
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} SimGroup;
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/**
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* @brief Returns a usable SimGroup structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable SimGroup structure to manipulate.
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*/
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SimGroup GetSimGroupPointer(UnresolvedObject obj);
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//! Structure representing a FlyingVehicle in the game.
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typedef struct
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{
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//! Strafing State. 0=Not Strafing. -1=Strafing Left. 1=Strafing Right (readonly, writing it doesn't do anything)
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const float &strafing_state;
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} FlyingVehicle;
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/**
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* @brief Returns a usable FlyingVehicle structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable FlyingVehicle structure to manipulate.
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*/
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FlyingVehicle GetFlyingVehiclePointer(UnresolvedObject obj);
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/**
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* @brief Returns a usable GrenadeProjectile structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable GrenadeProjectile structure to manipulate.
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*/
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GrenadeProjectile GetGrenadeProjectilePointer(UnresolvedObject obj);
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void Projectile_explode(Projectile *obj, const Point3F &position, const Point3F &normal, const unsigned int collideType);
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}
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43
Mod Sources/TSExtension/TSExtension/include/DXAPI/DXAPI.h
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43
Mod Sources/TSExtension/TSExtension/include/DXAPI/DXAPI.h
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@ -0,0 +1,43 @@
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/**
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* @file DXAPI.h
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* @brief The DXAPI is an API that allows you to manipulate various game objects
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* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
|
||||
* variables as you can't really trust the compiler to produce binary compatible classes,
|
||||
* especially with all the inheritance involved in the original Tribes 2 codebase.
|
||||
*
|
||||
* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
|
||||
* whose files are appropriately labelled in this codebase. These files have been edited where
|
||||
* appropriate in order to make that code play better with the DXAPI.
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||||
*
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* @copyright (c) 2014 Robert MacGregor
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*/
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//#pragma once
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#include "LinkerAPI.h"
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#include <DXAPI/Point3F.h>
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#include <DXAPI/GameBase.h>
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#include <DXAPI/NetObject.h>
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#include <DXAPI/Player.h>
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#include <DXAPI/Projectile.h>
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#include <DXAPI/SceneObject.h>
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#include <DXAPI/ShapeBase.h>
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#include <DXAPI/SimObject.h>
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#include <DXAPI/StaticShape.h>
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#include <DXAPI/GrenadeProjectile.h>
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#include <DXAPI/FlyingVehicle.h>
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namespace DX
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{
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//! A typedef referring to some type of unresolved object in the game.
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typedef void* UnresolvedObject;
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//! Structure representing a static shape in the game.
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//typedef struct
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//{
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// } StaticShape;
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void Projectile_explode(Projectile *obj, const Point3F &position, const Point3F &normal, const unsigned int collideType);
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} // End NameSpace DX
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#pragma once
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#include <DXAPI/Vehicle.h>
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namespace DX
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{
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//! Class representing a FlyingVehicle in the game.
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class FlyingVehicle : public Vehicle
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{
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public:
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FlyingVehicle(unsigned int obj);
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};
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} // End NameSpace DX
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12
Mod Sources/TSExtension/TSExtension/include/DXAPI/GameBase.h
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12
Mod Sources/TSExtension/TSExtension/include/DXAPI/GameBase.h
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#pragma once
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#include <DXAPI/SceneObject.h>
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namespace DX
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{
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class GameBase : public SceneObject
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{
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public:
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GameBase(unsigned int obj);
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};
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} // End NameSpace DX
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#pragma once
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#include <DXAPI/Point3F.h>
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#include <DXAPI/Projectile.h>
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namespace DX
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{
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class GrenadeProjectile : public Projectile
|
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{
|
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public:
|
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GrenadeProjectile(unsigned int obj);
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};
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} // End NameSpace DX
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#pragma once
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#include <DXAPI/SimObject.h>
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namespace DX
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{
|
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class NetObject : public SimObject
|
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{
|
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public:
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NetObject(unsigned int obj);
|
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};
|
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} // End NameSpace DX
|
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26
Mod Sources/TSExtension/TSExtension/include/DXAPI/Player.h
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Mod Sources/TSExtension/TSExtension/include/DXAPI/Player.h
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#pragma once
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#include <DXAPI/Point3F.h>
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#include <DXAPI/ShapeBase.h>
|
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|
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namespace DX
|
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{
|
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//! Class representing a player object in the game.
|
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class Player : public ShapeBase
|
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{
|
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public:
|
||||
Player(unsigned int obj);
|
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|
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//! Object Name
|
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const char *name;
|
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//! Object ID
|
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const unsigned int &id;
|
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|
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//! Player Object Jetting State (readonly, writing it doesn't do anything)
|
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const bool &is_jetting;
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//! Player Object Jumping State (readonly, writing it doesn't do anything)
|
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const bool &is_jumping;
|
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//! Player Object Using Toggable Pack
|
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bool &is_using_toggledpack;
|
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};
|
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} // End NameSpace DX
|
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17
Mod Sources/TSExtension/TSExtension/include/DXAPI/Point3F.h
Normal file
17
Mod Sources/TSExtension/TSExtension/include/DXAPI/Point3F.h
Normal file
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#pragma once
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|
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namespace DX
|
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{
|
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/**
|
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* @brief A class representing a referenced 3D vector of floats in Tribes 2.
|
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*/
|
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class Point3F
|
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{
|
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public:
|
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Point3F(float &X, float &Y, float &Z);
|
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|
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float &x;
|
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float &y;
|
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float &z;
|
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};
|
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} // End NameSpace DX
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|
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#pragma once
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|
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#include <DXAPI/GameBase.h>
|
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|
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namespace DX
|
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{
|
||||
class Projectile : public GameBase
|
||||
{
|
||||
public:
|
||||
Projectile(unsigned int obj);
|
||||
|
||||
//! Velocity. It is constant because modifying it directly breaks the sim.
|
||||
const Point3F velocity;
|
||||
|
||||
bool &hidden;
|
||||
};
|
||||
} // End NameSpace DX
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
#pragma once
|
||||
|
||||
#include <DXAPI/Point3F.h>
|
||||
#include <DXAPI/NetObject.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
class SceneObject : public NetObject
|
||||
{
|
||||
public:
|
||||
SceneObject(unsigned int obj);
|
||||
|
||||
Point3F position;
|
||||
Point3F scale;
|
||||
};
|
||||
} // End NameSpace DX
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include <DXAPI/GameBase.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
class ShapeBase : public GameBase
|
||||
{
|
||||
public:
|
||||
ShapeBase(unsigned int obj);
|
||||
};
|
||||
} // End NameSpace DX
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
#pragma once
|
||||
|
||||
namespace DX
|
||||
{
|
||||
class SimObject
|
||||
{
|
||||
public:
|
||||
SimObject(unsigned int obj);
|
||||
|
||||
void deleteObject(void);
|
||||
|
||||
protected:
|
||||
const unsigned int base_pointer_value;
|
||||
};
|
||||
} // End NameSpace DX
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#pragma once
|
||||
|
||||
#include <DXAPI/Point3F.h>
|
||||
#include <DXAPI/ShapeBase.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
//! Class representing a StaticShape in the game.
|
||||
class StaticShape : public ShapeBase
|
||||
{
|
||||
public:
|
||||
StaticShape(unsigned int obj);
|
||||
|
||||
//! Object Name
|
||||
//const char *name;
|
||||
//! Position
|
||||
//const Point3F position;
|
||||
};
|
||||
} // End NameSpace DX
|
||||
13
Mod Sources/TSExtension/TSExtension/include/DXAPI/Vehicle.h
Normal file
13
Mod Sources/TSExtension/TSExtension/include/DXAPI/Vehicle.h
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#pragma once
|
||||
|
||||
#include <DXAPI/ShapeBase.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
//! Class representing a FlyingVehicle in the game.
|
||||
class Vehicle : public ShapeBase
|
||||
{
|
||||
public:
|
||||
Vehicle(unsigned int obj);
|
||||
};
|
||||
} // End NameSpace DX
|
||||
|
|
@ -27,6 +27,7 @@ const char* conGrenadeProjectileGetVelocity(SimObject *obj, S32 argc, const char
|
|||
|
||||
// Projectile explode -------------------------------
|
||||
bool conProjectileExplode(SimObject *obj, S32 argc, const char* argv[]);
|
||||
bool conProjectileMakeNerf(SimObject *obj, S32 argc, const char* argv[]);
|
||||
|
||||
// General Commands ---------------------------------
|
||||
const char* conSprintf(SimObject *obj, S32 argc, const char* argv[]);
|
||||
|
|
@ -1,24 +0,0 @@
|
|||
// BaseMod.cpp : Defines the exported functions for the DLL application.
|
||||
//
|
||||
|
||||
#include <DXAPI.h>
|
||||
#include <LinkerAPI.h>
|
||||
|
||||
#include <DXConCmds.h>
|
||||
|
||||
extern "C"
|
||||
{
|
||||
__declspec(dllexport) void ModInitialize(void)
|
||||
{
|
||||
Con::addMethodB("Player", "isjumping", &conPlayerGetJumpingState,"Returns whether or not the player is jumping", 2, 2);
|
||||
Con::addMethodB("Player", "isjetting", &conPlayerGetJettingState,"Returns whether or not the player is jetting", 2, 2);
|
||||
|
||||
Con::addMethodB("GrenadeProjectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
|
||||
Con::addMethodB("Projectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
|
||||
|
||||
Con::addMethodS("GrenadeProjectile", "getposition", &conGrenadeProjectileGetPosition,"Accurately gets the position of the GrenadeProjectile", 2, 2);
|
||||
Con::addMethodS("GrenadeProjectile", "getvelocity", &conGrenadeProjectileGetVelocity,"Gets the velocity of the GrenadeProjectile", 2, 2);
|
||||
|
||||
Con::addMethodS(NULL, "sprintf", &conSprintf,"Formats a string. See the C sprintf.", 2, 20);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,109 +0,0 @@
|
|||
/**
|
||||
* @file DXAPI.cpp
|
||||
* @brief The DXAPI is an API that allows you to manipulate various game objects
|
||||
* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
|
||||
* variables as you can't really trust the compiler to produce binary compatible classes,
|
||||
* especially with all the inheritance involved in the original Tribes 2 codebase.
|
||||
*
|
||||
* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
|
||||
* whose files are appropriately labelled in this codebase. These files have been edited where
|
||||
* appropriate in order to make that code play better with the DXAPI.
|
||||
*
|
||||
* @copyright (c) 2014 Robert MacGregor
|
||||
*/
|
||||
|
||||
#include "DXAPI.h"
|
||||
#include "LinkerAPI.h"
|
||||
|
||||
namespace DX
|
||||
{
|
||||
Player GetPlayerPointer(UnresolvedObject obj)
|
||||
{
|
||||
// Probably some way to do all this via assembly but screw me if I know
|
||||
unsigned int base_tribes_pointer = (unsigned int)obj;
|
||||
|
||||
Player result =
|
||||
{
|
||||
0x00, // Object Name
|
||||
*(unsigned int*)(base_tribes_pointer + 32), // Object ID
|
||||
*(float*)(base_tribes_pointer + 168), // Position X
|
||||
*(float*)(base_tribes_pointer + 184), // Position Y
|
||||
*(float*)(base_tribes_pointer + 200), // Position Z
|
||||
*(bool*)(base_tribes_pointer + 735), // Jetting State
|
||||
*(bool*)(base_tribes_pointer + 734), // Jumping State
|
||||
*(bool*)(base_tribes_pointer + 1172) // Using Toggled Pack
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
StaticShape GetStaticShapePointer(UnresolvedObject obj)
|
||||
{
|
||||
unsigned int base_tribes_pointer = (unsigned int)obj;
|
||||
|
||||
StaticShape result =
|
||||
{
|
||||
0x00, // Object Name
|
||||
*(float*)(base_tribes_pointer + 200), // Position X
|
||||
*(float*)(base_tribes_pointer + 200), // Position Y
|
||||
*(float*)(base_tribes_pointer + 200) // Position Z
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
SimGroup GetSimGroupPointer(UnresolvedObject obj)
|
||||
{
|
||||
unsigned int base_tribes_pointer = (unsigned int)obj;
|
||||
|
||||
SimGroup result =
|
||||
{
|
||||
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
FlyingVehicle GetFlyingVehiclePointer(UnresolvedObject obj)
|
||||
{
|
||||
unsigned int base_tribes_pointer = (unsigned int)obj;
|
||||
|
||||
FlyingVehicle result =
|
||||
{
|
||||
*(float*)(base_tribes_pointer + 2200), // Strafing Status
|
||||
};
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
GrenadeProjectile GetGrenadeProjectilePointer(UnresolvedObject obj)
|
||||
{
|
||||
unsigned int base_tribes_pointer = (unsigned int)obj;
|
||||
|
||||
GrenadeProjectile result =
|
||||
{
|
||||
*(float*)(base_tribes_pointer + 168), // Position X
|
||||
*(float*)(base_tribes_pointer + 504), // Position Y
|
||||
*(float*)(base_tribes_pointer + 520), // Position Z
|
||||
*(float*)(base_tribes_pointer + 892), // Velocity X
|
||||
*(float*)(base_tribes_pointer + 896), // Velocity Y
|
||||
*(float*)(base_tribes_pointer + 900), // Velocity Z
|
||||
};
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void Projectile_explode(Projectile *obj, const Point3F &position, const Point3F &normal, const unsigned int collideType)
|
||||
{
|
||||
typedef void (__cdecl *explodeFunc)(const Point3F &position, const Point3F &normal, const unsigned int collideType);
|
||||
static explodeFunc function_call = (explodeFunc)0x62DC30;
|
||||
|
||||
__asm {
|
||||
push collideType;
|
||||
push normal;
|
||||
push position;
|
||||
mov ecx,obj;
|
||||
lea eax, function_call;
|
||||
mov eax, [eax];
|
||||
call eax;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
38
Mod Sources/TSExtension/TSExtension/source/DXAPI/DXAPI.cpp
Normal file
38
Mod Sources/TSExtension/TSExtension/source/DXAPI/DXAPI.cpp
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
/**
|
||||
* @file DXAPI.cpp
|
||||
* @brief The DXAPI is an API that allows you to manipulate various game objects
|
||||
* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
|
||||
* variables as you can't really trust the compiler to produce binary compatible classes,
|
||||
* especially with all the inheritance involved in the original Tribes 2 codebase.
|
||||
*
|
||||
* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
|
||||
* whose files are appropriately labelled in this codebase. These files have been edited where
|
||||
* appropriate in order to make that code play better with the DXAPI.
|
||||
*
|
||||
* @copyright (c) 2014 Robert MacGregor
|
||||
*/
|
||||
|
||||
#include <DXAPI/Point3F.h>
|
||||
#include <DXAPI/DXAPI.h>
|
||||
|
||||
#include <LinkerAPI.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
void Projectile_explode(Projectile *obj, const Point3F &position, const Point3F &normal, const unsigned int collideType)
|
||||
{
|
||||
typedef void (__cdecl *explodeFunc)(const Point3F &position, const Point3F &normal, const unsigned int collideType);
|
||||
static explodeFunc function_call = (explodeFunc)0x62DC30;
|
||||
|
||||
__asm
|
||||
{
|
||||
push collideType;
|
||||
push normal;
|
||||
push position;
|
||||
mov ecx,obj;
|
||||
lea eax, function_call;
|
||||
mov eax, [eax];
|
||||
call eax;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/FlyingVehicle.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
FlyingVehicle::FlyingVehicle(unsigned int obj) : Vehicle(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/GameBase.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
GameBase::GameBase(unsigned int obj) : SceneObject(obj)
|
||||
{
|
||||
}
|
||||
} // End NameSpace DX
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/GrenadeProjectile.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
GrenadeProjectile::GrenadeProjectile(unsigned int obj) : Projectile(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/NetObject.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
NetObject::NetObject(unsigned int obj) : SimObject(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
13
Mod Sources/TSExtension/TSExtension/source/DXAPI/Player.cpp
Normal file
13
Mod Sources/TSExtension/TSExtension/source/DXAPI/Player.cpp
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#include <DXAPI/Player.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
Player::Player(unsigned int obj) : ShapeBase(obj),
|
||||
name(0x00), id(*(unsigned int*)(obj + 32)),
|
||||
is_jetting(*(bool*)(obj + 735)),
|
||||
is_jumping(*(bool*)(obj + 734)),
|
||||
is_using_toggledpack(*(bool*)(obj + 1172))
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/Point3F.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
Point3F::Point3F(float &X, float &Y, float &Z) : x(X), y(Y), z(Z)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
#include <DXAPI/Projectile.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
Projectile::Projectile(unsigned int obj) : velocity(*(float*)(obj + 892), *(float*)(obj + 896), *(float*)(obj + 900)),
|
||||
hidden(*(bool*)(obj + 796)),
|
||||
GameBase(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
#include <DXAPI/SceneObject.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
SceneObject::SceneObject(unsigned int obj) : position(*(float*)(obj + 168), *(float*)(obj + 184), *(float*)(obj + 200)),
|
||||
scale(*(float*)(obj + 284), *(float*)(obj + 288), *(float*)(obj + 292)),
|
||||
NetObject(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/ShapeBase.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
ShapeBase::ShapeBase(unsigned int obj) : GameBase(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
#include <DXAPI/SimObject.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
SimObject::SimObject(unsigned int obj) : base_pointer_value(obj)
|
||||
{
|
||||
}
|
||||
|
||||
void SimObject::deleteObject(void)
|
||||
{
|
||||
void *pointer = (void*)this->base_pointer_value;
|
||||
|
||||
typedef void (__cdecl *deleteObjectFunc)(void);
|
||||
static deleteObjectFunc function_call = (deleteObjectFunc)0x439DE0;
|
||||
|
||||
__asm
|
||||
{
|
||||
mov ecx, pointer;
|
||||
lea eax, function_call;
|
||||
mov eax, [eax];
|
||||
call eax;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
#include <DXAPI/StaticShape.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
StaticShape::StaticShape(unsigned int obj) : ShapeBase(obj)
|
||||
//name(0x00),
|
||||
//position(*(float*)(obj + 200), *(float*)(obj + 200), *(float*)(obj + 200))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
#include <DXAPI/Vehicle.h>
|
||||
|
||||
namespace DX
|
||||
{
|
||||
Vehicle::Vehicle(unsigned int obj) : ShapeBase(obj)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
*/
|
||||
|
||||
#include <LinkerAPI.h>
|
||||
#include <DXAPI.h>
|
||||
#include <DXAPI/DXAPI.h>
|
||||
|
||||
const char *conGetAddress(SimObject *obj, S32 argc, const char *argv[])
|
||||
{
|
||||
|
|
@ -15,14 +15,14 @@ const char *conGetAddress(SimObject *obj, S32 argc, const char *argv[])
|
|||
|
||||
bool conPlayerGetJumpingState(SimObject *obj, S32 argc, const char* argv[])
|
||||
{
|
||||
DX::Player operand = DX::GetPlayerPointer(obj);
|
||||
DX::Player operand = DX::Player((unsigned int)obj);
|
||||
|
||||
return operand.is_jumping;
|
||||
}
|
||||
|
||||
bool conPlayerGetJettingState(SimObject *obj, S32 argc, const char* argv[])
|
||||
{
|
||||
DX::Player operand = DX::GetPlayerPointer(obj);
|
||||
DX::Player operand = DX::Player((unsigned int)obj);
|
||||
|
||||
return operand.is_jetting;
|
||||
}
|
||||
|
|
@ -40,7 +40,15 @@ bool conProjectileExplode(SimObject *obj, S32 argc, const char* argv[])
|
|||
normal.z = 0;
|
||||
|
||||
unsigned int collideType = atoi(argv[4]);
|
||||
DX::Projectile_explode((DX::Projectile*)obj, position, normal, collideType);
|
||||
//DX::Projectile_explode((DX::Projectile*)obj, position, normal, collideType);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool conProjectileMakeNerf(SimObject *obj, S32 argc, const char* argv[])
|
||||
{
|
||||
DX::GrenadeProjectile grenade = DX::GrenadeProjectile((unsigned int)obj);
|
||||
grenade.hidden = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -49,8 +57,8 @@ const char* conGrenadeProjectileGetPosition(SimObject *obj, S32 argc, const char
|
|||
{
|
||||
char result[256];
|
||||
|
||||
DX::GrenadeProjectile grenade = DX::GetGrenadeProjectilePointer(obj);
|
||||
sprintf_s<256>(result, "%f %f %f", grenade.position_x, grenade.position_y, grenade.position_z);
|
||||
DX::GrenadeProjectile grenade = DX::GrenadeProjectile((unsigned int)obj);
|
||||
sprintf_s<256>(result, "%f %f %f", grenade.position.x, grenade.position.y, grenade.position.z);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
@ -58,8 +66,9 @@ const char* conGrenadeProjectileGetVelocity(SimObject *obj, S32 argc, const char
|
|||
{
|
||||
char result[256];
|
||||
|
||||
DX::GrenadeProjectile grenade = DX::GetGrenadeProjectilePointer(obj);
|
||||
sprintf_s<256>(result, "%f %f %f", grenade.velocity_x, grenade.velocity_y, grenade.velocity_z);
|
||||
DX::GrenadeProjectile grenade((unsigned int)obj);
|
||||
sprintf_s<256>(result, "%f %f %f", grenade.velocity.x, grenade.velocity.y, grenade.velocity.z);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,3 +18,30 @@ BOOL APIENTRY DllMain( HMODULE hModule,
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
#include <DXAPI/DXAPI.h>
|
||||
#include <LinkerAPI.h>
|
||||
|
||||
#include <DXConCmds.h>
|
||||
|
||||
extern "C"
|
||||
{
|
||||
__declspec(dllexport) void ModInitialize(void)
|
||||
{
|
||||
Con::addMethodB("Player", "isjumping", &conPlayerGetJumpingState,"Returns whether or not the player is jumping", 2, 2);
|
||||
Con::addMethodB("Player", "isjetting", &conPlayerGetJettingState,"Returns whether or not the player is jetting", 2, 2);
|
||||
|
||||
Con::addMethodB("GrenadeProjectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
|
||||
Con::addMethodB("Projectile", "explode", &conProjectileExplode,"Explodes the given projectile", 5, 5);
|
||||
|
||||
Con::addMethodS("GrenadeProjectile", "getposition", &conGrenadeProjectileGetPosition,"Accurately gets the position of the GrenadeProjectile", 2, 2);
|
||||
Con::addMethodS("GrenadeProjectile", "getvelocity", &conGrenadeProjectileGetVelocity,"Gets the velocity of the GrenadeProjectile", 2, 2);
|
||||
Con::addMethodB("Projectile", "makeNerf", &conProjectileMakeNerf,"Makes the Projectile deal no damage", 2, 2);
|
||||
|
||||
Con::addMethodS(NULL, "sprintf", &conSprintf,"Formats a string. See the C sprintf.", 2, 20);
|
||||
|
||||
// Add this Gvar to signify that TSExtension is active
|
||||
static bool is_active = true;
|
||||
Con::addVariable("$TSExtension::isActive", TypeBool, &is_active);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue