Fuse control added to the Plugin
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__declspec(naked) void __stdcall HkLightFuse(IObjRW *ship, uint iFuseID, float fDelay, float fLifetime, float fSkip) { __asm { lea eax, [esp+8] //iFuseID push [esp+20] //fSkip push [esp+16] //fDelay push 0 //SUBOBJ_ID_NONE push eax push [esp+32] //fLifetime mov ecx, [esp+24] mov eax, [ecx] call [eax+0x1E4] ret 20 } } __declspec(naked) void __stdcall HkUnLightFuse(IObjRW *ship, uint iFuseID, float fDunno) { __asm { mov ecx, [esp+4] lea eax, [esp+8] //iFuseID push [esp+12] //fDunno push 0 //SUBOBJ_ID_NONE push eax //iFuseID mov eax, [ecx] call [eax+0x1E8] ret 12 } }
dunno where ealse to add this stuff
but can you add to the plugin core i would like control over fuses as welli dont want to add them then its back to square one a custom hook
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wee use it to activate the ftl fx
basicly all the othere players see when the person jumps is a big flash then the ship dissapers into it
when they get there the players see a flash then the ship appears i should upload a vid of it its quite impresive -
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wee use it to activate the ftl fx
basicly all the othere players see when the person jumps is a big flash then the ship dissapers into it
when they get there the players see a flash then the ship appears i should upload a vid of it its quite impresiveHaha. This is exactly what I have added! I suspect I’m doing mine a little differently to the way yours works though.
I will upload a vid when I finish…
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Dunno if anyone will need it (guess not):
Fuse* GetFuseFromID(uint iFuseID) { int iDunno; Fuse *fuse; __asm { mov edx, 0x6CFD390 call edx lea ecx, iFuseID push ecx lea ecx, iDunno push ecx mov ecx, eax mov edx, 0x6D15D10 call edx mov edx, [iDunno] mov edi, [edx+0x10] mov fuse, edi } return fuse; }
It will return a Fuse pointer if the FuseID was valid, 0 otherwise.