h1-mod/src/client/component/gameplay.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "dvars.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/nt.hpp>
#include <utils/hook.hpp>
#include <utils/flags.hpp>
namespace gameplay
{
namespace
{
game::dvar_t* jump_slowDownEnable;
game::dvar_t* jump_enableFallDamage;
void jump_apply_slowdown_stub(game::mp::playerState_s* ps)
{
if (jump_slowDownEnable->current.enabled)
{
utils::hook::invoke<void>(0x1401D5360, ps);
}
}
void pm_crashland_stub(game::mp::playerState_s* ps, void* pml)
{
if (jump_enableFallDamage->current.enabled)
{
utils::hook::invoke<void>(0x1401E2D00, ps, pml);
}
}
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const auto pm_bouncing_stub_mp = utils::hook::assemble([](utils::hook::assembler& a)
{
const auto no_bounce = a.newLabel();
const auto loc_1401EAF9D = a.newLabel();
a.push(rax);
a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::pm_bouncing)));
a.mov(al, byte_ptr(rax, 0x10));
a.cmp(byte_ptr(rbp, -0x2D), al);
a.pop(rax);
a.jz(no_bounce);
a.jmp(0x1401EB000);
a.bind(no_bounce);
a.cmp(dword_ptr(rsp, 0x70), 0);
a.jnz(loc_1401EAF9D);
a.jmp(0x1401EAFF1);
a.bind(loc_1401EAF9D);
a.jmp(0x1401EAF9D);
});
const auto client_end_frame_stub = utils::hook::assemble([](utils::hook::assembler& a)
{
a.push(rax);
a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::g_gravity)));
a.mov(eax, dword_ptr(rax, 0x10));
a.mov(word_ptr(rbx, 0x34), ax);
a.pop(rax);
// Game code hook skipped
a.mov(eax, dword_ptr(rbx, 0x494C));
a.mov(rdi, rcx);
a.jmp(0x140322F82);
});
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}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (game::environment::is_sp())
{
return;
}
utils::hook::call(0x1401E8830, jump_apply_slowdown_stub);
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jump_slowDownEnable = dvars::register_bool("jump_slowDownEnable", true, game::DVAR_FLAG_REPLICATED, "Slow player movement after jumping");
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utils::hook::call(0x1401E490F, pm_crashland_stub);
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jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED, "Enable fall damage");
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// Implement bouncing dvar
dvars::pm_bouncing = dvars::register_bool("pm_bouncing", false,
game::DVAR_FLAG_REPLICATED, "Enable bouncing");
utils::hook::jump(0x1401EAFE4, pm_bouncing_stub_mp, true);
dvars::g_gravity = dvars::register_int("g_gravity", 800, std::numeric_limits<short>::min(),
std::numeric_limits<short>::max(), game::DVAR_FLAG_REPLICATED, "");
utils::hook::jump(0x140322F72, client_end_frame_stub, true);
utils::hook::nop(0x140322F68, 1); // Nop skipped opcode
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}
};
}
REGISTER_COMPONENT(gameplay::component)