2022-05-28 15:38:00 -04:00
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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namespace bullet
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{
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namespace
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{
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2022-05-31 18:01:02 -04:00
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game::dvar_t* bg_surface_penetration;
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2022-05-28 15:38:00 -04:00
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utils::hook::detour bg_get_surface_penetration_depth_hook;
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float bg_get_surface_penetration_depth_stub(game::Weapon weapon, bool is_alternate, int surface_type)
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{
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if (bg_surface_penetration->current.value > 0.0f)
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{
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return bg_surface_penetration->current.value;
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}
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return bg_get_surface_penetration_depth_hook.invoke<float>(weapon, is_alternate, surface_type);
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_sp())
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{
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return;
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}
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bg_surface_penetration = dvars::register_float("bg_surfacePenetration", 0.0f,
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2022-05-31 18:01:02 -04:00
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0.0f, std::numeric_limits<float>::max(), 0,
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2022-05-28 15:38:00 -04:00
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"Set to a value greater than 0 to override the surface penetration depth");
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bg_get_surface_penetration_depth_hook.create(0x2E1110_b, &bg_get_surface_penetration_depth_stub);
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}
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};
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}
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REGISTER_COMPONENT(bullet::component)
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