h2-mod/src/client/component/gameplay.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/hook.hpp>
namespace gameplay
{
namespace
{
utils::hook::detour pm_player_trace_hook;
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utils::hook::detour pm_crashland_hook;
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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(rsi); // 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);
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a.jmp(0x1406878CD);
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a.bind(allsolid);
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a.jmp(0x1406878D4);
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}
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void pm_crashland_stub(void* ps, void* pm)
{
if (dvars::jump_enableFallDamage->current.enabled)
{
pm_crashland_hook.invoke<void>(ps, pm);
}
}
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}
class component final : public component_interface
{
public:
void post_unpack() override
{
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dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE);
dvars::jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED);
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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(0x14068F0A0, &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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utils::hook::jump(0x1406878C1, utils::hook::assemble(pm_trace_stub), true);
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pm_crashland_hook.create(0x140688A20, pm_crashland_stub);
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dvars::register_float("jump_height", 39, 0, 1000, game::DVAR_FLAG_REPLICATED);
dvars::register_float("g_gravity", 800, 1, 1000, game::DVAR_FLAG_REPLICATED);
dvars::register_int("g_speed", 190, 0, 1000, game::DVAR_FLAG_REPLICATED);
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}
};
}
REGISTER_COMPONENT(gameplay::component)