#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* trace, const float* f3, const float* f4, const game::Bounds* bounds, int a6, int a7) { pm_player_trace_hook.invoke(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(&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); } void pm_crashland_stub(void* ps, void* pm) { if (dvars::jump_enableFallDamage->current.enabled) { pm_crashland_hook.invoke(ps, pm); } } } 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); dvars::jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true, game::DVAR_FLAG_REPLICATED); // 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); pm_crashland_hook.create(0x688A20_b, pm_crashland_stub); dvars::register_float("jump_height", 39, 0, 1000, game::DVAR_FLAG_REPLICATED); dvars::register_float("g_gravity", 800, 1, 1000, game::DVAR_FLAG_REPLICATED); dvars::register_int("g_speed", 190, 0, 1000, game::DVAR_FLAG_REPLICATED); } }; } REGISTER_COMPONENT(gameplay::component)