Implement cl_paused 2
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23d1f2e997
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142
src/client/component/camera.cpp
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142
src/client/component/camera.cpp
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@ -0,0 +1,142 @@
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#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 "command.hpp"
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#include "console.hpp"
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#include <utils/hook.hpp>
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namespace camera
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{
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namespace
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{
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game::dvar_t* cl_free_move_scale = nullptr;
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float angle_normalize(const float angle)
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{
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const auto value = ((angle * 0.0027777778f) - std::floorf(angle * 0.0027777778f)) * 360.f;
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auto result = value - 360.f;
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if ((value - 360.f) < 0.f)
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{
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result = value;
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}
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return result;
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}
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void vec_cross(float* a1, float* a2, float* a3)
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{
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a3[0] = (a2[2] * a1[1]) - (a2[1] * a1[2]);
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a3[1] = (a1[2] * a2[0]) - (a2[2] * a1[0]);
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a3[2] = (a2[1] * a1[0]) - (a1[1] * a2[0]);
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}
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void paused_free_move()
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{
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const auto cg_paused = *reinterpret_cast<game::dvar_t**>(0x141E39FC0);
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if (cg_paused->current.integer != 2)
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{
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return;
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}
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constexpr auto local_client_num = 0;
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const auto ps = game::CG_GetPredictedPlayerState(local_client_num);
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const auto cmd_number = game::CL_GetCurrentCmdNumber(local_client_num);
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game::usercmd_s cmd{};
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if (!game::CL_GetUserCmd(local_client_num, cmd_number, &cmd))
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{
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return;
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}
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float viewangles[3]{};
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viewangles[0] = angle_normalize((cmd.angles[0] * 0.000021457672f) + ps->delta_angles[0]);
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viewangles[1] = angle_normalize((cmd.angles[1] * 0.000021457672f) + ps->delta_angles[1]);
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viewangles[2] = angle_normalize((cmd.angles[2] * 0.000021457672f) + ps->delta_angles[2]);
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const auto game_time = game::CG_GetGameTime(local_client_num);
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static auto saved_game_time = 0;
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static auto saved_ms = 0;
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if (saved_game_time != game_time)
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{
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saved_game_time = game_time;
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saved_ms = game::Sys_Milliseconds();
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}
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const auto now = game::Sys_Milliseconds();
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const auto diff = now - saved_ms;
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saved_ms = game::Sys_Milliseconds();
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auto scale = 1.f;
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if ((cmd.buttons & 0x6) != 0)
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{
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scale = 10.f;
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}
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scale *= cl_free_move_scale->current.value;
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game::AnglesToAxis(viewangles, game::refdef->axis);
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float v1[3] = {0.f, 0.f, 1.f};
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float v2[3] = {game::refdef->axis[0][0], game::refdef->axis[0][1], game::refdef->axis[0][2]};
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float v3[3]{};
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vec_cross(v1, v2, v3);
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vec_cross(v3, v1, v2);
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if (cmd.forwardmove)
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{
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ps->origin[0] += scale * (game::refdef->axis[0][0] * (static_cast<float>(cmd.forwardmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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ps->origin[1] += scale * (game::refdef->axis[0][1] * (static_cast<float>(cmd.forwardmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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ps->origin[2] += scale * (game::refdef->axis[0][2] * (static_cast<float>(cmd.forwardmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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}
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if (cmd.rightmove)
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{
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ps->origin[0] += scale * (v3[0] * (static_cast<float>(-1 * cmd.rightmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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ps->origin[1] += scale * (v3[1] * (static_cast<float>(-1 * cmd.rightmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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ps->origin[2] += scale * (v3[2] * (static_cast<float>(-1 * cmd.rightmove) * 0.2f) * (static_cast<float>(diff) * 0.05f));
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}
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if ((cmd.buttons & 0x1) != 0)
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{
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ps->origin[2] += scale * 10.f;
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}
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if ((cmd.buttons & 0x800) != 0)
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{
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ps->origin[2] -= scale * 10.f;
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}
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game::refdef->org[0] = ps->origin[0];
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game::refdef->org[1] = ps->origin[1];
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game::refdef->org[2] = ps->origin[2];
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}
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void set_viewpos_now_stub(void* a1)
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{
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paused_free_move();
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utils::hook::invoke<void>(0x1403B07C0, a1);
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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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cl_free_move_scale = dvars::register_float("cl_freemoveScale", 1.f, 0.01f, 100.f,
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game::DVAR_FLAG_SAVED, "Scale how fast you move in cl_freemove mode");
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utils::hook::call(0x1403ACB2D, set_viewpos_now_stub);
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}
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};
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}
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REGISTER_COMPONENT(camera::component)
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@ -752,9 +752,12 @@ namespace game
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char __pad2[40];
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vec3_t origin;
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vec3_t velocity;
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char __pad3[144];
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vec3_t delta_angles;
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};
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static_assert(offsetof(playerState_s, origin) == 128);
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static_assert(offsetof(playerState_s, delta_angles) == 296);
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struct SprintState_s
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{
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@ -769,7 +772,9 @@ namespace game
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{
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int serverTime;
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int buttons;
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char __pad0[20];
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int angles[3];
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unsigned int weapon;
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unsigned int offHand;
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char forwardmove;
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char rightmove;
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char __pad1[2];
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{
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// Functions
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WEAK symbol<void(float* angles, float(*axis)[3])> AnglesToAxis{0x140613090};
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WEAK symbol<void(int type, VariableUnion u)> AddRefToValue{0x1405C0EB0};
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WEAK symbol<void(unsigned int id)> AddRefToObject{0x1405C0EA0};
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WEAK symbol<unsigned int(unsigned int id)> AllocThread{0x1405C1200};
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@ -22,10 +24,16 @@ namespace game
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WEAK symbol<void(int localClientNum, const char* message)> CG_GameMessageBold{0x14037F1B0};
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WEAK symbol<char*(const unsigned int weapon,
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bool isAlternate, char* outputBuffer, int bufferLen)> CG_GetWeaponDisplayName{0x1403B9210};
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WEAK symbol<int(int localClientNum)> CG_GetGameTime{0x14037F580};
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WEAK symbol<playerState_s*(int localClientNum)> CG_GetPredictedPlayerState{0x14037F720};
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WEAK symbol<void(ScreenPlacement* place, float x, float y, float w, float h, int horzAlign, int vertAlign,
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float t0, float s0, float t1, float s1, float* color, Material* material)> CL_DrawStretchPic{0x1403C9570};
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WEAK symbol<int(int localClientNum, int cmdNumber, usercmd_s* cmd)> CL_GetUserCmd{0x1403C9F10};
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WEAK symbol<int(int localClientNum)> CL_GetCurrentCmdNumber{0x1403C9D80};
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WEAK symbol<void(const char* cmdName, void(), cmd_function_s* allocedCmd)> Cmd_AddCommandInternal{0x14059A5F0};
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WEAK symbol<void(int localClientNum, int controllerIndex, const char* text)> Cmd_ExecuteSingleCommand{0x14059ABA0};
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@ -252,6 +260,7 @@ namespace game
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WEAK symbol<int> g_poolSize{0x140BF2E40};
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WEAK symbol<GfxWorld*> gfx_map{0x14EE49000};
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WEAK symbol<ComWorld> comWorld{0x14AD26078};
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WEAK symbol<gentity_s> g_entities{0x1452DDDA0};
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WEAK symbol<gclient_s> g_clients{0x1455DA980};
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