Merge pull request #107 from diamante0018/main

Add elevators
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fed 2021-12-22 21:49:35 +01:00 committed by GitHub
commit 8d12e08bf5
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 101 additions and 2 deletions

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@ -0,0 +1,72 @@
#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;
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);
a.jmp(0x6878CD_b);
a.bind(allsolid);
a.jmp(0x6878D4_b);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false,
game::DvarFlags::DVAR_FLAG_NONE, true);
// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
pm_player_trace_hook.create(0x068F0A0_b, &pm_player_trace_stub);
// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
utils::hook::jump(0x6878C1_b, utils::hook::assemble(pm_trace_stub), true);
}
};
}
REGISTER_COMPONENT(gameplay::component)

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@ -21,6 +21,8 @@ namespace dvars
game::dvar_t* cg_legacyCrashHandling;
game::dvar_t* g_enableElevators = nullptr;
std::string dvar_get_vector_domain(const int components, const game::dvar_limits& domain)
{
if (domain.vector.min == -FLT_MAX)

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@ -22,6 +22,8 @@ namespace dvars
extern game::dvar_t* cg_legacyCrashHandling;
extern game::dvar_t* g_enableElevators;
extern std::vector<std::string> dvar_list;
std::string dvar_get_vector_domain(const int components, const game::dvar_limits& domain);

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@ -915,7 +915,24 @@ namespace game
uint64_t streams[4];
const char* name;
};
struct Bounds
{
vec3_t midPoint;
vec3_t halfSize;
};
struct pmove_t
{
};
struct trace_t
{
char __pad0[0x29];
bool allsolid; // Confirmed in CM_PositionTestCapsuleInTriangle
bool startsolid; // Confirmed in PM_JitterPoint
};
namespace hks
{
struct GenericChunkHeader

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@ -45,7 +45,8 @@ namespace game
Dvar_RegisterString{0x618170};
WEAK symbol<dvar_t*(int dvarName, const char* a2, float x, float y, float z, float w, float min, float max,
unsigned int flags)> Dvar_RegisterVec4{0x6185F0};
WEAK symbol<const char* (dvar_t* dvar, void* a2, void* value)> Dvar_ValueToString{0x61B8F0};
WEAK symbol<const char*(const dvar_t* dvar)> Dvar_DisplayableValue{0x618EA0};
WEAK symbol<const char*(dvar_t* dvar, void* a2, void* value)> Dvar_ValueToString{0x61B8F0};
WEAK symbol<void(int hash, const char* name, const char* buffer)> Dvar_SetCommand{0x61A5C0};
WEAK symbol<void(const char* dvarName, const char* string, DvarSetSource source)> Dvar_SetFromStringFromSource{0x61A910};
@ -122,6 +123,11 @@ namespace game
WEAK symbol<const char*(const char* string)> UI_SafeTranslateString{0x5A2930};
WEAK symbol<int(int localClientNum, const char* sound)> UI_PlayLocalSoundAlias{0x606080};
WEAK symbol<void(pmove_t* move, trace_t*, const float*, const float*,
const Bounds*, int, int)> PM_playerTrace{0x68F0A0};
WEAK symbol<void(pmove_t*, trace_t*, const float*, const float*,
const Bounds*, int, int)> PM_trace{0x68F1D0};
WEAK symbol<void*(jmp_buf* Buf, int Value)> longjmp{0x89EED0};
WEAK symbol<int(jmp_buf* Buf)> _setjmp{0x8EC2E0};