181 lines
4.1 KiB
C++
181 lines
4.1 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/vector.hpp>
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// https://github.com/xoxor4d/iw3xo-dev/blob/develop/src/components/modules/movement.cpp :)
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namespace movement
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{
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namespace
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{
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utils::hook::detour pm_airmove_hook;
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game::dvar_t* pm_cs_airAccelerate;
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game::dvar_t* pm_cs_airSpeedCap;
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game::dvar_t* pm_cs_strafing;
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void pm_air_accelerate(game::vec3_t wishdir, float wishspeed, game::mp::playerState_s* ps, game::mp::pml_t* pml)
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{
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float wishspd = wishspeed, accelspeed, currentspeed, addspeed;
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auto accel = pm_cs_airAccelerate->current.value;
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auto airspeedcap = pm_cs_airSpeedCap->current.value;
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if (wishspd > airspeedcap)
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{
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wishspd = airspeedcap;
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}
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currentspeed = utils::vector::product(ps->velocity, wishdir);
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addspeed = wishspd - currentspeed;
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if (addspeed > 0)
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{
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accelspeed = pml->frametime * accel * wishspeed * 1.0f;
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if (accelspeed > addspeed)
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{
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accelspeed = addspeed;
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}
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for (auto i = 0; i < 3; i++)
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{
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ps->velocity[i] += wishdir[i] * accelspeed;
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}
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}
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}
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void pm_clip_velocity(game::vec3_t in, game::vec3_t normal, game::vec3_t out, float overbounce)
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{
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float backoff, change, angle, adjust;
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angle = normal[2];
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backoff = utils::vector::product(in, normal) * overbounce;
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for (auto i = 0; i < 3; i++)
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{
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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}
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adjust = utils::vector::product(out, normal);
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if (adjust < 0)
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{
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game::vec3_t reduce{};
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utils::vector::scale(normal, adjust, reduce);
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utils::vector::subtract(out, reduce, out);
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}
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}
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void pm_try_playermove(game::mp::pmove_t* pm, game::mp::pml_t* pml)
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{
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const auto surf_slope = 0.7f;
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const auto ps = pm->ps;
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game::vec3_t end{};
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game::trace_t trace{};
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if (utils::vector::length(ps->velocity) == 0)
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{
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return;
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}
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utils::vector::ma(ps->origin, pml->frametime, ps->velocity, end);
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utils::hook::invoke<void>(0x2D14C0_b, pm, &trace, ps->origin, end,
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&pm->bounds, ps->clientNum, pm->tracemask); // PM_playerTrace
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if (trace.fraction == 1)
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{
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return;
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}
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if (trace.normal[2] > surf_slope)
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{
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return;
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}
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pm_clip_velocity(ps->velocity, trace.normal, ps->velocity, 1.0f);
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}
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void pm_airmove_stub(game::mp::pmove_t* pm, game::mp::pml_t* pml)
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{
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if (!pm_cs_strafing->current.enabled)
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{
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return pm_airmove_hook.invoke<void>(pm, pml);
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}
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const auto ps = pm->ps;
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ps->sprintButtonUpRequired = 1;
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float fmove{}, smove{}, wishspeed{};
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game::vec3_t wishvel{}, wishdir{};
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fmove = pm->cmd.forwardmove;
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smove = pm->cmd.rightmove;
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pml->forward[2] = 0.0f;
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pml->right[2] = 0.0f;
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utils::vector::normalize(pml->forward);
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utils::vector::normalize(pml->right);
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for (auto i = 0; i < 2; i++)
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{
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wishvel[i] = pml->forward[i] * fmove + pml->right[i] * smove;
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}
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wishvel[2] = 0;
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utils::vector::copy(wishvel, wishdir);
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wishspeed = utils::vector::normalize(wishdir);
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if (wishspeed != 0 && (wishspeed > 320.0f))
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{
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utils::vector::scale(wishvel, 320.0f / wishspeed, wishvel);
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wishspeed = 320.0f;
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}
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pm_air_accelerate(wishdir, wishspeed, ps, pml);
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utils::hook::invoke<void>(0x2D3380_b, pm, pml, 1, 1); // PM_StepSlideMove
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pm_try_playermove(pm, pml);
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_sp())
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{
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return;
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}
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pm_airmove_hook.create(0x2C93B0_b, pm_airmove_stub);
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pm_cs_airAccelerate = dvars::register_float("pm_cs_airAccelerate", 100.0f, 1.0f, 500.0f,
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game::DvarFlags::DVAR_FLAG_REPLICATED,
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"Defines player acceleration mid-air");
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pm_cs_airSpeedCap = dvars::register_float("pm_cs_airSpeedCap", 30.0f, 1.0f, 500.0f,
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game::DvarFlags::DVAR_FLAG_REPLICATED,
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"Maximum speed mid-air");
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pm_cs_strafing = dvars::register_bool("pm_cs_strafing", false,
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game::DvarFlags::DVAR_FLAG_REPLICATED,
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"Enable CS like strafing");
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}
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};
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}
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REGISTER_COMPONENT(movement::component)
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