Some gameplay stuff

This commit is contained in:
Federico Cecchetto 2022-05-22 23:39:05 +02:00
parent 24d2387875
commit 27570fb8c2

View File

@ -16,6 +16,10 @@ namespace gameplay
{
utils::hook::detour pm_weapon_use_ammo_hook;
utils::hook::detour pm_player_trace_hook;
utils::hook::detour pm_crashland_hook;
utils::hook::detour jump_apply_slowdown_hook;
utils::hook::detour stuck_in_client_hook;
utils::hook::detour cm_transformed_capsule_trace_hook;
game::dvar_t* jump_slowDownEnable;
game::dvar_t* jump_enableFallDamage;
@ -24,15 +28,15 @@ namespace gameplay
{
if (jump_slowDownEnable->current.enabled)
{
utils::hook::invoke<void>(0x2BD0B0_b, ps);
jump_apply_slowdown_hook.invoke<void>(ps);
}
}
int stuck_in_client_stub(void* entity)
void stuck_in_client_stub(void* entity)
{
if (dvars::g_playerEjection->current.enabled)
{
return utils::hook::invoke<int>(0x4035F0_b, entity); // StuckInClient
stuck_in_client_hook.invoke<void>(entity);
}
}
@ -41,8 +45,8 @@ namespace gameplay
{
if (dvars::g_playerCollision->current.enabled)
{
utils::hook::invoke<void>(0x4D63C0_b,
results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace
cm_transformed_capsule_trace_hook.invoke<void>(results, start, end,
bounds, capsule, contents, origin, angles);
}
}
@ -50,7 +54,7 @@ namespace gameplay
{
if (jump_enableFallDamage->current.enabled)
{
utils::hook::invoke<void>(0x2CB070_b, ps, pml);
pm_crashland_hook.invoke<void>(ps, pml);
}
}
@ -74,7 +78,7 @@ namespace gameplay
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.cmp(al, 0);
a.pop(rax);
a.jz(no_bounce);
@ -180,12 +184,11 @@ namespace gameplay
game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo");
pm_weapon_use_ammo_hook.create(0x2DF830_b, &pm_weapon_use_ammo_stub);
utils::hook::nop(0x4006AD_b, 15);
/*utils::hook::nop(0x4006AD_b, 15);
utils::hook::jump(0x4006AD_b, g_speed_stub(), true);
dvars::g_speed = dvars::register_int("g_speed", 190, 0, 1000,
game::DVAR_FLAG_REPLICATED, "changes the speed of the player");
// Implement bouncing dvar
dvars::pm_bouncing = dvars::register_bool("pm_bouncing", false,
game::DVAR_FLAG_REPLICATED, "Enable bouncing");
utils::hook::jump(0x2D39A4_b, pm_bouncing_stub_mp(), true);
@ -193,45 +196,41 @@ namespace gameplay
dvars::g_gravity = dvars::register_int("g_gravity", 800, 0, 1000, game::DVAR_FLAG_REPLICATED,
"Game gravity in inches per second squared");
utils::hook::jump(0x3FF812_b, client_end_frame_stub(), true);
utils::hook::nop(0x3FF808_b, 1); // Nop skipped opcode
utils::hook::nop(0x3FF808_b, 1);
// NEED SOME WORK
// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
//pm_player_trace_hook.create(0x2D14C0_b, &pm_player_trace_stub);
//If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
//utils::hook::jump(0x2C9F90_b, utils::hook::assemble(pm_trace_stub), true);
pm_player_trace_hook.create(0x2D14C0_b, &pm_player_trace_stub);
// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
utils::hook::jump(0x2C9F90_b, utils::hook::assemble(pm_trace_stub), true);
dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE, "Enables Elevators");
//dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE, "Enables Elevators");
auto* timescale = dvars::register_float("timescale", 1.0f, 0.1f, 50.0f, game::DVAR_FLAG_REPLICATED, "Changes Timescale of the game");
utils::hook::inject(0x15B204_b, &timescale->current.value); // Com_GetTimeScale
utils::hook::inject(0x17D241_b, &timescale->current.value); // Com_Restart
utils::hook::inject(0x17E609_b, &timescale->current.value); // Com_SetSlowMotion
utils::hook::inject(0x17E626_b, &timescale->current.value); // Com_SetSlowMotion
utils::hook::inject(0x17E69C_b, &timescale->current.value); // Com_SetSlowMotion
// utils::hook::inject(0x1400DB9CC, &timescale->current.value); // Com_ErrorCleanup_Shutdown (Inlined)
utils::hook::inject(0x17EAD0_b, &timescale->current.value); // Com_TimeScaleMsec (Crash)
utils::hook::inject(0x17EFE2_b, &timescale->current.value); // Com_UpdateSlowMotion
utils::hook::inject(0x17F00C_b, &timescale->current.value); // Com_UpdateSlowMotion
*/
// NEEDS SOME WORK & REVISION
//auto* timescale = dvars::register_float("timescale", 1.0f, 0.1f, 50.0f, game::DVAR_FLAG_REPLICATED, "Changes Timescale of the game");
//utils::hook::inject(0x15B204_b, &timescale->current.value); // Com_GetTimeScale
//utils::hook::inject(0x17D241_b, &timescale->current.value); // Com_Restart
//utils::hook::inject(0x17E609_b, &timescale->current.value); // Com_SetSlowMotion
//utils::hook::inject(0x17E626_b, &timescale->current.value); // Com_SetSlowMotion
//utils::hook::inject(0x17E69C_b, &timescale->current.value); // Com_SetSlowMotion
//utils::hook::inject(0x1400DB9CC, &timescale->current.value); // Com_ErrorCleanup_Shutdown (INLINED)
//utils::hook::inject(0x17EAD2_b, &timescale->current.value); // Com_TimeScaleMsec (CAUSING A CRASH)
//utils::hook::inject(0x17EFE2_b, &timescale->current.value); // Com_UpdateSlowMotion
//utils::hook::inject(0x17F00C_b, &timescale->current.value); // Com_UpdateSlowMotion
jump_apply_slowdown_hook.create(0x2BD0B0_b, jump_apply_slowdown_stub);
jump_slowDownEnable = dvars::register_bool("jump_slowDownEnable", true, game::DVAR_FLAG_REPLICATED, "Slow player movement after jumping");
//utils::hook::call(0x2D10D0_b, jump_apply_slowdown_stub);
//jump_slowDownEnable = dvars::register_bool("jump_slowDownEnable", true, game::DVAR_FLAG_REPLICATED, "Slow player movement after jumping");
pm_crashland_hook.create(0x2CB070_b, pm_crashland_stub);
jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED, "Enable fall damage");
//utils::hook::call(0x2CCC9D_b, pm_crashland_stub);
//jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED, "Enable fall damage");
dvars::g_playerEjection = dvars::register_bool("g_playerEjection", true, game::DVAR_FLAG_REPLICATED,
"Flag whether player ejection is on or off");
stuck_in_client_hook.create(0x4035F0_b, stuck_in_client_stub);
//dvars::g_playerEjection = dvars::register_bool("g_playerEjection", true, game::DVAR_FLAG_REPLICATED,
// "Flag whether player ejection is on or off");
//utils::hook::call(0x3FFC00_b, stuck_in_client_stub);
// Implement player collision dvar
dvars::g_playerCollision = dvars::register_bool("g_playerCollision", true, game::DVAR_FLAG_REPLICATED,
"Flag whether player collision is on or off");
utils::hook::call(0x567CCF_b, cm_transformed_capsule_trace_stub); // SV_ClipMoveToEntity
utils::hook::call(0x337850_b, cm_transformed_capsule_trace_stub); // CG_ClipMoveToEntity
cm_transformed_capsule_trace_hook.create(0x4D63C0_b, cm_transformed_capsule_trace_stub);
}
};
}
//REGISTER_COMPONENT(gameplay::component)
REGISTER_COMPONENT(gameplay::component)