Пример #1
0
 public override void Hide()
 {
     if (shown)
     {
         VobRenderArgs.Remove(thisView.Address);
         base.Hide();
     }
 }
Пример #2
0
 public override void Show()
 {
     base.Show();
     VobRenderArgs.Add(thisView.Address, args);
 }
Пример #3
0
        public static int Main(string message)
        {
            try
            {
                if (mained)
                {
                    return(0);
                }
                mained = true;

                SetupProject();

                SplashScreen.SetUpHooks();
                SplashScreen.Create();

                // add hooks
                //hFileSystem.AddHooks();
                Hooks.VDFS.hFileSystem.AddHooks();
                hParser.AddHooks();
                hGame.AddHooks();
                hPlayerVob.AddHooks();
                hWeather.AddHooks();
                VobRenderArgs.AddHooks();
                hNpc.AddHooks();
                hModel.AddHooks();
                hMob.AddHooks();

                #region Some more editing

                Process.Write(0x5D50CE, (byte)0xEB); // portal lighting, CollectLights_StatLights, handle sectors as outdoor
                                                     // portal fade ShouldActivatePortal

                //Process.Write(0x52F30F, 0xE9, 0xC0, 0x00, 0x00, 0x00); // RenderNodeOutdoor always render sectors
                //Process.Write(0x534954, 0xEB, 0x57); // ActivateSectorRec always render sectors

                //int wald = Process.AllocString("WALD", Encoding.Default);
                //Process.Write(0x535885 + 1, wald);
                //Process.Write(0x535A91 + 1, wald);


                Process.Write(0x00726831, 0xEB, 0x38);                 // don't fill load MobContainers in the Zen with Items

                Process.Write(0x42687F, 0xE9, 0xA3, 0x00, 0x00, 0x00); // skip intro videos

                Process.Write(0x00424EE2, 0xEB, 0x35);                 // don't init savegame manager
                Process.Write(0x5DEA4B, (byte)0xC3);                   // don't init output units

                Process.Write(0x006B5A44, 0xEB, 0x15);                 // don't start falling animation

                Process.Write(0x00735EB0, 0xC2, 0x08, 0x00);           // don't drop unconscious
                Process.Nop(0x00736898, 7);                            // don't drop weapons on death

                // remove all gothic controls
                Process.Write(0x004D3DF6, 0xE9, 0x3E, 0x04, 0x00, 0x00);
                Process.Write(0x004D5700, 0xC3, 0xE8, 0x8B, 0xE6, 0xFF, 0xFF, 0xC3);
                Process.Nop(0x006C8A71, 5); // remove freeLook controls

                //Process.Write(0x006C873D, 0xD8, 0x1D, 0xB4, 0x04, 0x83, 0x00); // reduce time gothic waits after the loading screen from 2500ms to 1000ms
                //Process.Write(0x006C8720, 0xEB, 0x2C); // skip precache time completely


                Process.Write(0x008BACD0, 18000.0f); // spawnManager : insertrange
                Process.Write(0x008BACD4, 20000.0f); // spawnManager : removerange

                // Make rain drops being blocked by vobs!
                Process.Write(0x5E227A, (byte)0xE0);

                // Blocking Call Init Scripts!
                Process.Write(0x006C1F60, (byte)0xC3);
                // Blocking Call Startup Scripts!
                Process.Write(0x006C1C70, (byte)0xC3);


                Process.Write(0x0069C2DA, 0xDC, 0x0D, 0x30, 0xEB, 0x82, 0x00);                         // bleed with < 25% health

                Process.Write(0x0069C08B, 0xE9, 0xB0, 0x01, 0x00, 0x00);                               // disable player AI
                Process.Write(0x0069BFCB, 0xE9, 0x89, 0, 0, 0, 0x90);                                  // disable focus highlighting

                Process.Nop(0x006B0896, 12);                                                           // don't let oCAniCtrl_Human::CreateHit check whether the target is an enemy

                Process.Write(0x0073E480, (byte)0xC3);                                                 //Blocking oCNpc::ProcessNpc (Dive Damage etc)
                Process.Write(0x0066CAC9, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90); //Block Damage!

                // Blocking time!
                Process.Write(0x00780D80, (byte)0xC3);

                //Process.VirtualProtect(0x007792E0, 40);
                Process.Write(0x007792E0, 0x33, 0xC0, 0xC2, 0x04, 0x00);//Block deleting of dead characters!

                //Process.Write(new byte[] { 0xB8, 0x01, 0x00, 0x00, 0x00, 0xC3 }, 0x7425A0); // oCNpc::IsAPlayer always true, DON'T DO THIS or bullshit will happen (like getting the hero's focus mode resetted because another npc sets his weaponmode)
                Process.Write(0x76D8A0, 0x31, 0xC0, 0xC3); // oCNpc_States::IsInRoutine always false

                Process.Write(0x69C247, 0xEB, 0x21);       // oCAIHuman::DoAI -> skip perception check
                Process.Write(0x76D1A0, 0x31, 0xC0, 0xC3); // oCNpc_States::DoAIState -> skip and return false

                Process.Nop(0x4A059C, 7);                  // don't load dialogcams.zen

                Process.Write(0x76D9E0, (byte)0xC3);       // remove oCNPCStates.CloseCutscenes(); // made problems with npcs as menu3dvisuals

                Process.Write(0x4A45C0, (byte)0xC3);       // remove zCAICamera::CheckKeys

                Process.Nop(0x712E2C, 0x18);               // don't let gothic make all items have collision

                // double zFar limit
                Process.Write(0x005E07C2, 0x830830); // indoor
                Process.Write(0x005E07D3, 0x42c60000);
                Process.Write(0x005E9EA2, 0x830830); // outdoor
                Process.Write(0x005E9EB3, 0x42c60000);
                Process.Write(0x004283AC, 10000);    // applysomesettings
                Process.Write(0x004283B6, 10000);


                Logger.Log("Hooking & editing of gothic process completed. (for now...)");
                #endregion

                // Load Scripts
                Logger.Log("Loading client scripts...");
                Scripting.ScriptManager.StartScripts(Path.Combine(_ProjectPath, "Scripts", "RP_Client_Scripts.dll"));

                Logger.Log("Waiting...");
                SplashScreen.WaitHandle.WaitOne(3000);
                SplashScreen.WaitHandle = null;
            }
            catch (Exception e)
            {
                Logger.LogError(e);
            }
            return(0);
        }