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

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2022-05-30 19:06:47 -04:00
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/hook.hpp>
#include <utils/vector.hpp>
// https://github.com/xoxor4d/iw3xo-dev/blob/develop/src/components/modules/movement.cpp :)
namespace movement
{
namespace
{
utils::hook::detour pm_airmove_hook;
game::dvar_t* pm_cs_airAccelerate;
game::dvar_t* pm_cs_airSpeedCap;
game::dvar_t* pm_cs_strafing;
void pm_air_accelerate(game::vec3_t wishdir, float wishspeed, game::mp::playerState_s* ps, game::mp::pml_t* pml)
{
float wishspd = wishspeed, accelspeed, currentspeed, addspeed;
auto accel = pm_cs_airAccelerate->current.value;
auto airspeedcap = pm_cs_airSpeedCap->current.value;
if (wishspd > airspeedcap)
{
wishspd = airspeedcap;
}
currentspeed = utils::vector::product(ps->velocity, wishdir);
addspeed = wishspd - currentspeed;
if (addspeed > 0)
{
accelspeed = pml->frametime * accel * wishspeed * 1.0f;
if (accelspeed > addspeed)
{
accelspeed = addspeed;
}
for (auto i = 0; i < 3; i++)
{
ps->velocity[i] += wishdir[i] * accelspeed;
}
}
}
void pm_clip_velocity(game::vec3_t in, game::vec3_t normal, game::vec3_t out, float overbounce)
{
float backoff, change, angle, adjust;
angle = normal[2];
backoff = utils::vector::product(in, normal) * overbounce;
for (auto i = 0; i < 3; i++)
{
change = normal[i] * backoff;
out[i] = in[i] - change;
}
adjust = utils::vector::product(out, normal);
if (adjust < 0)
{
game::vec3_t reduce{};
utils::vector::scale(normal, adjust, reduce);
utils::vector::subtract(out, reduce, out);
}
}
void pm_try_playermove(game::mp::pmove_t* pm, game::mp::pml_t* pml)
{
const auto surf_slope = 0.7f;
const auto ps = pm->ps;
game::vec3_t end{};
game::trace_t trace{};
if (utils::vector::length(ps->velocity) == 0)
{
return;
}
utils::vector::ma(ps->origin, pml->frametime, ps->velocity, end);
utils::hook::invoke<void>(0x2D14C0_b, pm, &trace, ps->origin, end,
&pm->bounds, ps->clientNum, pm->tracemask); // PM_playerTrace
if (trace.fraction == 1)
{
return;
}
if (trace.normal[2] > surf_slope)
{
return;
}
pm_clip_velocity(ps->velocity, trace.normal, ps->velocity, 1.0f);
}
void pm_airmove_stub(game::mp::pmove_t* pm, game::mp::pml_t* pml)
{
if (!pm_cs_strafing->current.enabled)
{
return pm_airmove_hook.invoke<void>(pm, pml);
}
const auto ps = pm->ps;
ps->sprintButtonUpRequired = 1;
float fmove{}, smove{}, wishspeed{};
game::vec3_t wishvel{}, wishdir{};
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
pml->forward[2] = 0.0f;
pml->right[2] = 0.0f;
utils::vector::normalize(pml->forward);
utils::vector::normalize(pml->right);
for (auto i = 0; i < 2; i++)
{
wishvel[i] = pml->forward[i] * fmove + pml->right[i] * smove;
}
wishvel[2] = 0;
utils::vector::copy(wishvel, wishdir);
wishspeed = utils::vector::normalize(wishdir);
if (wishspeed != 0 && (wishspeed > 320.0f))
{
utils::vector::scale(wishvel, 320.0f / wishspeed, wishvel);
wishspeed = 320.0f;
}
pm_air_accelerate(wishdir, wishspeed, ps, pml);
utils::hook::invoke<void>(0x2D3380_b, pm, pml, 1, 1); // PM_StepSlideMove
pm_try_playermove(pm, pml);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (game::environment::is_sp())
{
return;
}
pm_airmove_hook.create(0x2C93B0_b, pm_airmove_stub);
pm_cs_airAccelerate = dvars::register_float("pm_cs_airAccelerate", 100.0f, 1.0f, 500.0f,
game::DvarFlags::DVAR_FLAG_REPLICATED,
"Defines player acceleration mid-air");
pm_cs_airSpeedCap = dvars::register_float("pm_cs_airSpeedCap", 30.0f, 1.0f, 500.0f,
game::DvarFlags::DVAR_FLAG_REPLICATED,
"Maximum speed mid-air");
pm_cs_strafing = dvars::register_bool("pm_cs_strafing", false,
game::DvarFlags::DVAR_FLAG_REPLICATED,
"Enable CS like strafing");
}
};
}
REGISTER_COMPONENT(movement::component)