#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; utils::hook::detour pm_player_trace_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 g_speed_stub = utils::hook::assemble([](utils::hook::assembler& a) { a.mov(rax, qword_ptr(reinterpret_cast(&dvars::g_speed))); a.mov(eax, dword_ptr(rax, 0x10)); // original code a.mov(dword_ptr(r14, 0x36), ax); a.movzx(eax, word_ptr(r14, 0x3A)); a.jmp(0x140323DBC); }); 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); }); 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(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(&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 { 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; } #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, "Enables Elevators"); #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, ×cale->current.value); utils::hook::inject(0x1400DA9D1, ×cale->current.value); utils::hook::inject(0x1400DB7A9, ×cale->current.value); utils::hook::inject(0x1400DB7C6, ×cale->current.value); utils::hook::inject(0x1400DB83C, ×cale->current.value); utils::hook::inject(0x1400DB9CC, ×cale->current.value); utils::hook::inject(0x1400DBAF0, ×cale->current.value); utils::hook::inject(0x1400DBE72, ×cale->current.value); utils::hook::inject(0x1400DBE9C, ×cale->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"); 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); utils::hook::nop(0x140323DAD, 15); utils::hook::jump(0x140323DAD, g_speed_stub, true); dvars::g_speed = dvars::register_int("g_speed", 190, std::numeric_limits::min(), std::numeric_limits::max(), game::DVAR_FLAG_REPLICATED, "changes the speed of the player"); // 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, "Game gravity in inches per second squared"); utils::hook::jump(0x140322F72, client_end_frame_stub, true); utils::hook::nop(0x140322F68, 1); // Nop skipped opcode } }; } //REGISTER_COMPONENT(gameplay::component)