elevators but not yet

This commit is contained in:
Skull Merlin 2022-05-09 02:04:45 +03:00
parent 5a1b608a76
commit 2c59d8a646

View File

@ -117,6 +117,46 @@ namespace gameplay
a.jmp(0x140322F82);
});
void pm_player_trace_stub(game::pmove_t* pm, game::trace_t* trace, const float* f3,
const float* f4, const game::Bounds* bounds, int a6, int a7)
{
pm_player_trace_hook.invoke<void>(pm, trace, f3, f4, bounds, a6, a7);
// By setting startsolid to false we allow the player to clip through solid objects above their head
if (dvars::g_enableElevators->current.enabled)
{
trace->startsolid = false;
}
}
void pm_trace_stub(utils::hook::assembler& a)
{
const auto stand = a.newLabel();
const auto allsolid = a.newLabel();
a.call(qword_ptr(r10, r15)); // Game code
a.push(rax);
a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::g_enableElevators)));
a.mov(al, byte_ptr(rax, 0x10));
a.cmp(al, 1);
a.pop(rax);
a.jz(stand); // Always stand up
a.cmp(byte_ptr(rsp, 0x89), 0); // Game code trace[0].allsolid == false
a.jnz(allsolid);
a.bind(stand);
a.and_(dword_ptr(rbx, 0x54), 0xFFFFFFFD);
a.jmp(0x1401E1CDF);
a.bind(allsolid);
a.jmp(0x1401E1CE1);
}
}
class component final : public component_interface
@ -133,6 +173,15 @@ namespace gameplay
return;
}
#ifdef DEBUG
// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
pm_player_trace_hook.create(0x1401E8BE0, &pm_player_trace_stub);
// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
utils::hook::jump(0x1401E1CD1, utils::hook::assemble(pm_trace_stub), true);
dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE, "");
#endif
auto* timescale = dvars::register_float("timescale", 1.0f, 0.1f, 50.0f, game::DVAR_FLAG_REPLICATED, "Changes Timescale of the game");
utils::hook::inject(0x1400D89A4, &timescale->current.value);
utils::hook::inject(0x1400DA9D1, &timescale->current.value);
@ -144,7 +193,6 @@ namespace gameplay
utils::hook::inject(0x1400DBE72, &timescale->current.value);
utils::hook::inject(0x1400DBE9C, &timescale->current.value);
utils::hook::call(0x1401E8830, jump_apply_slowdown_stub);
jump_slowDownEnable = dvars::register_bool("jump_slowDownEnable", true, game::DVAR_FLAG_REPLICATED, "Slow player movement after jumping");