#include #include namespace DX { //This is required to make these update properly over the network //memPatch("602D19","9090"); 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)), worldtoobj((void*)(obj+0xdc)),objtoworld((void*)(obj+0x9c)),renderobjtoworld((void*)(obj+360)),renderworldtoobj((void*)(obj+424)), NetObject(obj) { } void SceneObject::getPosition(float * pos){ if (this->base_pointer_value) { const char * results = Con::getMatrixPosition(objtoworld,NULL,0); sscanf (results,"%f %f %f", &pos[0], &pos[1], &pos[2]); } } void SceneObject::getRotation(float * rot){ if (this->base_pointer_value) { const char * results = Con::getMatrixRotation(objtoworld,NULL,0); sscanf (results,"%f %f %f %f", &rot[0], &rot[1], &rot[2], &rot[3]); } } void SceneObject::setRotation(float rot []) { char arg0[128] = ""; sprintf (arg0,"%f %f %f %f", rot[0], rot[1], rot[2], rot[3]); char * argv[] = { &arg0[0], NULL }; int argc = 1; Con::setMatrixRotation(objtoworld,argc,(const char **)argv,NULL,0); this->setMaskBits(0x2000000); //Con::setMatrixRotation(renderobjtoworld,argc,(const char **)argv,NULL,0); } void SceneObject::setPosition(float pos []) { char arg0[128] = ""; sprintf (arg0,"%f %f %f %f", pos[0], pos[1], pos[2], 1.0f); char * argv[] = { &arg0[0], NULL }; int argc = 1; Con::setMatrixPosition(objtoworld,argc,(const char **)argv,NULL,0); this->setMaskBits(0x2000000); //Con::setMatrixPosition(renderobjtoworld,argc,(const char **)argv,NULL,0); } }