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src/client/component/gameplay.cpp
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72
src/client/component/gameplay.cpp
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@ -0,0 +1,72 @@
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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 <utils/hook.hpp>
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namespace gameplay
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{
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namespace
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{
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utils::hook::detour pm_player_trace_hook;
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void pm_player_trace_stub(game::pmove_t* pm, game::trace_t* trace, const float* f3,
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const float* f4, const game::Bounds* bounds, int a6, int a7)
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{
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pm_player_trace_hook.invoke<void>(pm, trace, f3, f4, bounds, a6, a7);
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// By setting startsolid to false we allow the player to clip through solid objects above their head
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if (dvars::g_enableElevators->current.enabled)
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{
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trace->startsolid = false;
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}
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}
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void pm_trace_stub(utils::hook::assembler& a)
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{
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const auto stand = a.newLabel();
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const auto allsolid = a.newLabel();
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a.call(rsi); // Game code
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::g_enableElevators)));
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a.mov(al, byte_ptr(rax, 0x10));
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a.cmp(al, 1);
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a.pop(rax);
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a.jz(stand); // Always stand up
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a.cmp(byte_ptr(rsp, 0x89), 0); // Game code trace[0].allsolid == false
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a.jnz(allsolid);
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a.bind(stand);
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a.jmp(0x6878CD_b);
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a.bind(allsolid);
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a.jmp(0x6878D4_b);
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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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dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false,
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game::DvarFlags::DVAR_FLAG_NONE, true);
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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(0x068F0A0_b, &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(0x6878C1_b, utils::hook::assemble(pm_trace_stub), true);
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}
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};
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}
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REGISTER_COMPONENT(gameplay::component)
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@ -21,6 +21,8 @@ namespace dvars
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game::dvar_t* cg_legacyCrashHandling;
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game::dvar_t* g_enableElevators = nullptr;
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std::string dvar_get_vector_domain(const int components, const game::dvar_limits& domain)
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{
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if (domain.vector.min == -FLT_MAX)
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@ -22,6 +22,8 @@ namespace dvars
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extern game::dvar_t* cg_legacyCrashHandling;
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extern game::dvar_t* g_enableElevators;
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extern std::vector<std::string> dvar_list;
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std::string dvar_get_vector_domain(const int components, const game::dvar_limits& domain);
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@ -915,7 +915,24 @@ namespace game
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uint64_t streams[4];
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const char* name;
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};
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struct Bounds
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{
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vec3_t midPoint;
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vec3_t halfSize;
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};
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struct pmove_t
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{
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};
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struct trace_t
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{
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char __pad0[0x29];
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bool allsolid; // Confirmed in CM_PositionTestCapsuleInTriangle
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bool startsolid; // Confirmed in PM_JitterPoint
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};
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namespace hks
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{
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struct GenericChunkHeader
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@ -45,7 +45,8 @@ namespace game
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Dvar_RegisterString{0x618170};
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WEAK symbol<dvar_t*(int dvarName, const char* a2, float x, float y, float z, float w, float min, float max,
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unsigned int flags)> Dvar_RegisterVec4{0x6185F0};
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WEAK symbol<const char* (dvar_t* dvar, void* a2, void* value)> Dvar_ValueToString{0x61B8F0};
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WEAK symbol<const char*(const dvar_t* dvar)> Dvar_DisplayableValue{0x618EA0};
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WEAK symbol<const char*(dvar_t* dvar, void* a2, void* value)> Dvar_ValueToString{0x61B8F0};
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WEAK symbol<void(int hash, const char* name, const char* buffer)> Dvar_SetCommand{0x61A5C0};
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WEAK symbol<void(const char* dvarName, const char* string, DvarSetSource source)> Dvar_SetFromStringFromSource{0x61A910};
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@ -122,6 +123,11 @@ namespace game
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WEAK symbol<const char*(const char* string)> UI_SafeTranslateString{0x5A2930};
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WEAK symbol<int(int localClientNum, const char* sound)> UI_PlayLocalSoundAlias{0x606080};
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WEAK symbol<void(pmove_t* move, trace_t*, const float*, const float*,
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const Bounds*, int, int)> PM_playerTrace{0x68F0A0};
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WEAK symbol<void(pmove_t*, trace_t*, const float*, const float*,
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const Bounds*, int, int)> PM_trace{0x68F1D0};
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WEAK symbol<void*(jmp_buf* Buf, int Value)> longjmp{0x89EED0};
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WEAK symbol<int(jmp_buf* Buf)> _setjmp{0x8EC2E0};
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