#include "CFaceplateDecoration.hpp" #include "CStateManager.hpp" #include "World/CPlayer.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" #include "Particle/CGenDescription.hpp" namespace urde::MP1 { CFaceplateDecoration::CFaceplateDecoration(CStateManager& stateMgr) {} void CFaceplateDecoration::Update(float dt, CStateManager& stateMgr) { CAssetId txtrId = stateMgr.GetPlayer().GetVisorSteam().GetTextureId(); if (!txtrId.IsValid()) { if (xc_ready) { x4_tex.Unlock(); x0_id = txtrId; if (m_texFilter) m_texFilter = std::experimental::nullopt; } } if (x0_id != txtrId && txtrId.IsValid()) { if (m_texFilter) m_texFilter = std::experimental::nullopt; x0_id = txtrId; x4_tex = g_SimplePool->GetObj(SObjectTag{FOURCC('TXTR'), txtrId}); xc_ready = true; x4_tex.Lock(); } if (!m_texFilter && x4_tex.IsLoaded()) m_texFilter.emplace(EFilterType::Blend, x4_tex); } void CFaceplateDecoration::Draw(CStateManager& stateMgr) { if (xc_ready && m_texFilter) { zeus::CColor color = zeus::CColor::skWhite; color.a() = stateMgr.GetPlayer().GetVisorSteam().GetAlpha(); m_texFilter->draw(color, 1.f); } } }