#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include namespace gameplay { namespace { utils::hook::detour pm_player_trace_hook; utils::hook::detour pm_crashland_hook; void pm_player_trace_stub(game::pmove_t* pm, game::trace_t* results, const float* start, const float* end, const game::Bounds* bounds, int passEntityNum, int contentMask) { pm_player_trace_hook.invoke(pm, results, start, end, bounds, passEntityNum, contentMask); // By setting startsolid to false we allow the player to clip through solid objects above their head if (dvars::g_enableElevators->current.enabled) { results->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(&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(0x1406878CD); a.bind(allsolid); a.jmp(0x1406878D4); } void pm_crashland_stub(void* ps, void* pm) { if (dvars::jump_enableFallDamage->current.enabled) { pm_crashland_hook.invoke(ps, pm); } } void jump_pushoffladder_stub(utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::jump_ladderPushVel))); a.mulss(xmm7, dword_ptr(rax, 0x10)); a.mulss(xmm6, dword_ptr(rax, 0x10)); a.pop(rax); a.jmp(0x14067AC7C); } void jump_start_stub(utils::hook::assembler& a) { // Game code hook skipped a.movss(xmm0, dword_ptr(rbx, 0x3D4)); a.and_(dword_ptr(rbx, 0x54), ~(game::PMF_TIME_HARDLANDING | game::PMF_TIME_KNOCKBACK)); a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::jump_spreadAdd))); a.addss(xmm0, dword_ptr(rax, 0x10)); a.pop(rax); a.jmp(0x14067AE1A); } void pm_bouncing_stub_mp(utils::hook::assembler& a) { const auto no_bounce = a.newLabel(); const auto loc_140691518 = a.newLabel(); a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::pm_bouncing))); a.mov(al, byte_ptr(rax, 0x10)); a.cmp(byte_ptr(rbp, -0x5D), al); a.pop(rax); a.jz(no_bounce); a.jmp(0x140691481); a.bind(no_bounce); a.cmp(dword_ptr(rsp, 0x44), 0); a.jnz(loc_140691518); a.jmp(0x14069146F); a.bind(loc_140691518); a.jmp(0x140691518); } } class component final : public component_interface { public: void post_unpack() override { dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DVAR_FLAG_REPLICATED, "Enable elevators"); dvars::jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED, "Enable fall damage"); dvars::jump_ladderPushVel = dvars::register_float("jump_ladderPushVel", 128.0f, 0.0f, 1024.0f, game::DVAR_FLAG_REPLICATED, "The velocity of a jump off of a ladder"); dvars::jump_spreadAdd = dvars::register_float("jump_spreadAdd", 64.0f, 0.0f, 512.0f, game::DVAR_FLAG_REPLICATED, "The amount of spread scale to add as a side effect of jumping"); dvars::pm_bouncing = dvars::register_bool("pm_bouncing", false, game::DVAR_FLAG_REPLICATED, "Enable bouncing"); utils::hook::jump(0x14069145E, utils::hook::assemble(pm_bouncing_stub_mp), true); // Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored' pm_player_trace_hook.create(0x14068F0A0, &pm_player_trace_stub); // If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state utils::hook::jump(0x1406878C1, utils::hook::assemble(pm_trace_stub), true); pm_crashland_hook.create(0x140688A20, &pm_crashland_stub); utils::hook::jump(0x14067AC6C, utils::hook::assemble(jump_pushoffladder_stub), true); utils::hook::nop(0x14067AC78, 4); utils::hook::jump(0x14067AE03, utils::hook::assemble(jump_start_stub), true); utils::hook::nop(0x14067AE0F, 4); // Dvars already present in-game dvars::register_float("jump_height", 39.0f, 0.0f, 1000.0f, game::DVAR_FLAG_REPLICATED, "The maximum height of a player\'s jump"); dvars::register_float("jump_stepSize", 18.0f, 0.0f, 64.0f, game::DVAR_FLAG_REPLICATED, "The maximum step up to the top of a jump arc"); dvars::register_float("g_gravity", 800.0f, 1.0f, 1000.0f, game::DVAR_FLAG_REPLICATED, "Game gravity in inches per second squared"); dvars::register_int("g_speed", 190, 0, 1000, game::DVAR_FLAG_REPLICATED, "Player speed"); } }; } REGISTER_COMPONENT(gameplay::component)