h1-mod/src/client/component/gameplay.cpp
2022-05-17 17:56:26 +03:00

231 lines
7.3 KiB
C++

#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "dvars.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/nt.hpp>
#include <utils/hook.hpp>
#include <utils/flags.hpp>
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<void>(0x1401D5360, ps);
}
}
int stuck_in_client_stub(void* entity)
{
if (dvars::g_playerEjection->current.enabled)
{
return utils::hook::invoke<int>(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<void>(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<void>(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<void>(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<int64_t>(&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<int64_t>(&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<int64_t>(&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<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
{
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, &timescale->current.value);
utils::hook::inject(0x1400DA9D1, &timescale->current.value);
utils::hook::inject(0x1400DB7A9, &timescale->current.value);
utils::hook::inject(0x1400DB7C6, &timescale->current.value);
utils::hook::inject(0x1400DB83C, &timescale->current.value);
utils::hook::inject(0x1400DB9CC, &timescale->current.value);
utils::hook::inject(0x1400DBAF0, &timescale->current.value);
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");
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<int>::min(), std::numeric_limits<int>::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<short>::min(),
std::numeric_limits<short>::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)