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src/client/component/gameplay.cpp
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72
src/client/component/gameplay.cpp
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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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