Gameplay stuff
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97653e72b2
commit
f9c9edf88b
@ -72,24 +72,24 @@ namespace gameplay
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return utils::hook::assemble([](utils::hook::assembler& a)
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return utils::hook::assemble([](utils::hook::assembler& a)
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{
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{
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const auto no_bounce = a.newLabel();
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const auto no_bounce = a.newLabel();
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const auto loc_1401EAF9D = a.newLabel();
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const auto loc_2D395D = a.newLabel();
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a.push(rax);
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::pm_bouncing)));
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::pm_bouncing)));
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a.mov(al, byte_ptr(rax, 0x10));
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a.mov(al, byte_ptr(rax, 0x10));
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a.cmp(al, 0);
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a.cmp(byte_ptr(rbp, -0x7D), al);
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a.pop(rax);
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a.pop(rax);
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a.jz(no_bounce);
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a.jz(no_bounce);
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a.jmp(0x2D39C0_b);
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a.jmp(0x2D39C0_b);
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a.bind(no_bounce);
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a.bind(no_bounce);
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a.cmp(dword_ptr(rsp, 0x70), 0);
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a.cmp(dword_ptr(rsp, 0x44), 0);
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a.jnz(loc_1401EAF9D);
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a.jnz(loc_2D395D);
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a.jmp(0x2D39B1_b);
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a.jmp(0x2D39B1_b);
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a.bind(loc_1401EAF9D);
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a.bind(loc_2D395D);
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a.jmp(0x2D395D_b);
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a.jmp(0x2D395D_b);
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});
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});
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}
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}
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@ -184,7 +184,7 @@ namespace gameplay
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game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo");
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game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo");
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pm_weapon_use_ammo_hook.create(0x2DF830_b, &pm_weapon_use_ammo_stub);
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pm_weapon_use_ammo_hook.create(0x2DF830_b, &pm_weapon_use_ammo_stub);
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/*utils::hook::nop(0x4006AD_b, 15);
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utils::hook::nop(0x4006AD_b, 15);
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utils::hook::jump(0x4006AD_b, g_speed_stub(), true);
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utils::hook::jump(0x4006AD_b, g_speed_stub(), true);
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dvars::g_speed = dvars::register_int("g_speed", 190, 0, 1000,
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dvars::g_speed = dvars::register_int("g_speed", 190, 0, 1000,
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game::DVAR_FLAG_REPLICATED, "changes the speed of the player");
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game::DVAR_FLAG_REPLICATED, "changes the speed of the player");
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@ -198,6 +198,7 @@ namespace gameplay
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utils::hook::jump(0x3FF812_b, client_end_frame_stub(), true);
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utils::hook::jump(0x3FF812_b, client_end_frame_stub(), true);
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utils::hook::nop(0x3FF808_b, 1);
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utils::hook::nop(0x3FF808_b, 1);
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/*
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// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
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// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
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pm_player_trace_hook.create(0x2D14C0_b, &pm_player_trace_stub);
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pm_player_trace_hook.create(0x2D14C0_b, &pm_player_trace_stub);
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// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
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// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
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