/// <summary> /// Sets the render states and draws the selected objects to scene. /// </summary> /// <param name="direct3DDevice">The direct 3D device pointer.</param> /// <returns><see cref="int"/></returns> public int EndSceneHook(IntPtr direct3DDevice) { // Do the first scan. if (!_opened) { _memory.OpenSF4Process(); _memory.RunScan(); _interface.WriteConsole("Street Fighter 4 Process hooked."); _opened = true; } if (_device == null) { _device = Device.FromPointer(direct3DDevice); _interface.WriteConsole(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + @"\uiBackground.png"); _background = Texture.FromFile( _device, Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + @"\Resources\Images\uiBackground.png"); _interface.WriteConsole("Device created."); // Attempting to scale the font. _fontSize = _device.Viewport.Height / 48; _interface.WriteConsole(string.Format("Font size set to {0}", _fontSize)); _font = new Font(_device, new System.Drawing.Font("Consolas", _fontSize)); } // The game calls endscene twice a frame. We only need to draw once. // We should just return as normal the other time. if (_endsceneSkip) { _endsceneSkip = false; return(_device.EndScene().Code); } _endsceneSkip = true; //// _device.SetRenderState(RenderState.Lighting, false); //// _device.SetRenderState(RenderState.SpecularEnable, false); _device.SetRenderState(RenderState.CullMode, Cull.None); _device.SetRenderState(RenderState.AlphaBlendEnable, true); _device.SetRenderState(RenderState.VertexBlend, VertexBlend.Disable); _device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); _device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); _device.SetRenderState(RenderState.BlendOperationAlpha, BlendOperation.Minimum); _device.SetRenderState(RenderState.FillMode, FillMode.Solid); _device.SetRenderState(RenderState.ColorWriteEnable, 0xF); _device.SetRenderState(RenderState.MultisampleAntialias, false); // Setting up the camera Vector3 eye = new Vector3 { X = _memory.GetCamX(), Y = _memory.GetCamY(), Z = _memory.GetCamZ() }; Vector3 target = new Vector3 { X = _memory.GetCamXp(), Y = _memory.GetCamYp(), Z = _memory.GetCamZp() }; float zoom = _memory.GetCamZoom(); _device.SetRenderState(RenderState.Lighting, false); // We don't need light for this... _device.SetTransform(TransformState.View, Matrix.LookAtLH(eye, target, new Vector3(0, 1, 0))); // Fix this shit later! _device.SetTransform( TransformState.Projection, Matrix.PerspectiveLH(0.1f * 16 / 9 * zoom + 0.008f, 0.1f * zoom + 0.008f, 0.1F, 100.0F)); _playerOneBoxes = _memory.ReadMemoryByteArrayWithBase(0x00688E6C, new int[] { 0x8, 0x2190 }, 25248); _playerTwoBoxes = _memory.ReadMemoryByteArrayWithBase(0x00688E6C, new int[] { 0xC, 0x2190 }, 25248); // Draw everything... if (_interface.DrawBasic1) { DrawHurtBoxes(_playerOneBoxes, _device); } if (_interface.DrawBasic2) { DrawHurtBoxes(_playerTwoBoxes, _device); } if (_interface.DrawPhysics1) { DrawPhysicsBoxes(_playerOneBoxes, _device); } if (_interface.DrawPhysics2) { DrawPhysicsBoxes(_playerTwoBoxes, _device); } if (_interface.DrawGrab1) { DrawThrowVulnerableBoxes(_playerOneBoxes, _device); } if (_interface.DrawGrab2) { DrawThrowVulnerableBoxes(_playerTwoBoxes, _device); } if (_interface.DrawHit1) { DrawHitbox(1, _device); } if (_interface.DrawHit2) { DrawHitbox(2, _device); } if (_interface.DrawGrab1) { DrawGrabBox(1, _device); } if (_interface.DrawGrab2) { DrawGrabBox(2, _device); } if (_interface.DrawProjectile1) { DrawProjectileBox(1, _device); } if (_interface.DrawProjectile2) { DrawProjectileBox(2, _device); } if (_interface.DrawProx1) { DrawProxBox(1, _device); } if (_interface.DrawProx2) { DrawProxBox(2, _device); } if (_interface.DrawInfo) { DrawInfo(_device); } _interface.FrameNumber = _memory.GetFrameCount(); // This does not use the sprite we use for all the other text... _font.DrawString(null, "Frame Trapped Lab Active", 20, 20, _textColor); return(_device.EndScene().Code); }