Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #define pRenderDarkHorseSkill ((void(__cdecl*)(int a1))0x004AFF65)
- #define pMoveSceneFrame *(int*)0x80AB430
- #define pEarthQuake *(float*)0x80A2338
- int RenderDarkHorseSkill(int aIndex)
- {
- int TimerSkill;
- // ----
- Character_Struct * Hero = &*(CHAR_STRUCT*)aIndex;
- // ----
- Vector(Hero->Light[0],Hero->Light[1],Hero->Light[2],Hero->Light);
- Vector(Hero->Angle[0],Hero->Angle[1],Hero->Angle[2],Hero->Angle);
- Vector(Hero->Position[0],Hero->Position[1],Hero->Position[2],Hero->Position);
- // ----
- Hero->OnAttacking++;
- // ----
- if( !(pMoveSceneFrame%10) )
- if(Hero->CoordX < 8.0 || Hero->CoordX > 9.5)
- {
- TimerSkill = Hero->OnAttacking;
- // ----
- if(TimerSkill == 19)
- {
- pCreateEffect(300,Hero->Position,Hero->Angle,Hero->Light,NULL,Hero,NONE,NULL,2,NULL,0,NONE);
- Hero->OnAttacking = -3;
- }
- }
- else
- {
- if(Hero->OnAttacking % 2 == 1)
- {
- Hero->Position[1] = (double)(Hero->OnAttacking / 2) * 150.0;
- Hero->Angle[2] = (double)(rand() % 360);
- // ----
- for(int i=0;i<6;i++)
- {
- vec34_t Matrix;
- vec3_t ResultPosition;
- // ----
- Vector(Hero->Angle[0],Hero->Angle[1],Hero->Angle[2]+60.0,Hero->Angle);
- Vector(Hero->Position[0],Hero->Position[1],Hero->Position[2],Hero->Position);
- // ----
- pAngleMatrix(Hero->Angle,Matrix);
- pVectorRotate(Hero->Position,Matrix,ResultPosition);
- // ----
- ResultPosition[0] = ResultPosition[0] + Hero->Position[0];
- ResultPosition[1] = ResultPosition[1] + Hero->Position[1];
- ResultPosition[2] = ResultPosition[2] + Hero->Position[2];
- // ----
- int Randomizer = rand() % 2;
- // ----
- pCreateEffect(Randomizer+330,ResultPosition,Hero->Angle,Hero->Light,NULL,NULL,NONE,NULL,NULL,NULL,0,NONE);
- }
- }
- TimerSkill = rand() / 3;
- pEarthQuake = (double)((TimerSkill % 3) - 3) * 0.69999999;
- }
- return TimerSkill;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement