#include #include "loader/component_loader.hpp" #include "dvars.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include #include #include namespace gameplay { namespace { utils::hook::detour pm_weapon_use_ammo_hook; game::dvar_t* jump_slowDownEnable; game::dvar_t* jump_enableFallDamage; void jump_apply_slowdown_stub(game::mp::playerState_s* ps) { if (jump_slowDownEnable->current.enabled) { utils::hook::invoke(0x1401D5360, ps); } } int stuck_in_client_stub(void* entity) { if (dvars::g_playerEjection->current.enabled) { return utils::hook::invoke(0x140326CE0, entity); // StuckInClient } return 0; } void cm_transformed_capsule_trace_stub(game::trace_t* results, const float* start, const float* end, game::Bounds* bounds, game::Bounds* capsule, int contents, const float* origin, const float* angles) { if (dvars::g_playerCollision->current.enabled) { utils::hook::invoke(0x1403FF860, results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace } } void pm_crashland_stub(game::mp::playerState_s* ps, void* pml) { if (jump_enableFallDamage->current.enabled) { utils::hook::invoke(0x1401E2D00, ps, pml); } } void pm_weapon_use_ammo_stub(game::playerState_s* ps, game::Weapon weapon, bool is_alternate, int amount, game::PlayerHandIndex hand) { if (!dvars::player_sustainAmmo->current.enabled) { pm_weapon_use_ammo_hook.invoke(ps, weapon, is_alternate, amount, hand); } } const auto pm_bouncing_stub_mp = utils::hook::assemble([](utils::hook::assembler& a) { const auto no_bounce = a.newLabel(); const auto loc_1401EAF9D = a.newLabel(); a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::pm_bouncing))); a.mov(al, byte_ptr(rax, 0x10)); a.cmp(byte_ptr(rbp, -0x2D), al); a.pop(rax); a.jz(no_bounce); a.jmp(0x1401EB000); a.bind(no_bounce); a.cmp(dword_ptr(rsp, 0x70), 0); a.jnz(loc_1401EAF9D); a.jmp(0x1401EAFF1); a.bind(loc_1401EAF9D); a.jmp(0x1401EAF9D); }); const auto client_end_frame_stub = utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::g_gravity))); a.mov(eax, dword_ptr(rax, 0x10)); a.mov(word_ptr(rbx, 0x34), ax); a.pop(rax); // Game code hook skipped a.mov(eax, dword_ptr(rbx, 0x494C)); a.mov(rdi, rcx); a.jmp(0x140322F82); }); } class component final : public component_interface { public: void post_unpack() override { dvars::player_sustainAmmo = dvars::register_bool("player_sustainAmmo", false, game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo"); pm_weapon_use_ammo_hook.create(SELECT_VALUE(0x14042E380, 0x1401F6B90), &pm_weapon_use_ammo_stub); if (game::environment::is_sp()) { return; } 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"); utils::hook::call(0x1401E490F, 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"); utils::hook::call(0x140323333, 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(0x14049D7CF, cm_transformed_capsule_trace_stub); // SV_ClipMoveToEntity utils::hook::call(0x140240BC3, cm_transformed_capsule_trace_stub); // CG_ClipMoveToEntity // Implement bouncing dvar dvars::pm_bouncing = dvars::register_bool("pm_bouncing", false, game::DVAR_FLAG_REPLICATED, "Enable bouncing"); utils::hook::jump(0x1401EAFE4, pm_bouncing_stub_mp, true); dvars::g_gravity = dvars::register_int("g_gravity", 800, std::numeric_limits::min(), std::numeric_limits::max(), game::DVAR_FLAG_REPLICATED, ""); utils::hook::jump(0x140322F72, client_end_frame_stub, true); utils::hook::nop(0x140322F68, 1); // Nop skipped opcode } }; } REGISTER_COMPONENT(gameplay::component)