g_speed implementation
thx to fed for his help
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@ -88,6 +88,18 @@ namespace gameplay
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a.jmp(0x1401EAF9D);
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});
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const auto g_speed_stub = utils::hook::assemble([](utils::hook::assembler& a)
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{
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::g_speed)));
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a.mov(eax, dword_ptr(rax, 0x10));
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// original code
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a.mov(dword_ptr(r14, 0x36), ax);
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a.movzx(eax, word_ptr(r14, 0x3A));
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a.jmp(0x140323DBC);
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});
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const auto client_end_frame_stub = utils::hook::assemble([](utils::hook::assembler& a)
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{
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a.push(rax);
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@ -130,6 +142,11 @@ namespace gameplay
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"Flag whether player ejection is on or off");
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utils::hook::call(0x140323333, stuck_in_client_stub);
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utils::hook::nop(0x140323DAD, 15);
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utils::hook::jump(0x140323DAD, g_speed_stub, true);
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dvars::g_speed = dvars::register_int("g_speed", 190, std::numeric_limits<int>::min(), std::numeric_limits<int>::max(),
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game::DVAR_FLAG_REPLICATED, "changes the speed of the player");
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// Implement player collision dvar
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dvars::g_playerCollision = dvars::register_bool("g_playerCollision", true, game::DVAR_FLAG_REPLICATED,
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"Flag whether player collision is on or off");
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@ -30,6 +30,8 @@ namespace dvars
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game::dvar_t* r_fullbright;
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game::dvar_t* r_chams;
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game::dvar_t* g_speed = nullptr;
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game::dvar_t* g_gravity = nullptr;
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game::dvar_t* pm_bouncing = nullptr;
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@ -33,6 +33,8 @@ namespace dvars
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extern game::dvar_t* r_fullbright;
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extern game::dvar_t* r_chams;
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extern game::dvar_t* g_speed;
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extern game::dvar_t* g_gravity;
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extern game::dvar_t* pm_bouncing;
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