162 lines
4.7 KiB
C++
162 lines
4.7 KiB
C++
#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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utils::hook::detour pm_crashland_hook;
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void pm_player_trace_stub(game::pmove_t* pm, game::trace_t* results, const float* start,
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const float* end, const game::Bounds* bounds, int passEntityNum, int contentMask)
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{
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pm_player_trace_hook.invoke<void>(pm, results, start, end, bounds, passEntityNum, contentMask);
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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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results->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(0x1406878CD);
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a.bind(allsolid);
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a.jmp(0x1406878D4);
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}
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void pm_crashland_stub(void* ps, void* pm)
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{
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if (dvars::jump_enableFallDamage->current.enabled)
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{
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pm_crashland_hook.invoke<void>(ps, pm);
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}
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}
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void jump_pushoffladder_stub(utils::hook::assembler& a)
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{
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::jump_ladderPushVel)));
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a.mulss(xmm7, dword_ptr(rax, 0x10));
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a.mulss(xmm6, dword_ptr(rax, 0x10));
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a.pop(rax);
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a.jmp(0x14067AC7C);
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}
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void jump_start_stub(utils::hook::assembler& a)
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{
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// Game code hook skipped
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a.movss(xmm0, dword_ptr(rbx, 0x3D4));
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a.and_(dword_ptr(rbx, 0x54), ~(game::PMF_TIME_HARDLANDING | game::PMF_TIME_KNOCKBACK));
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::jump_spreadAdd)));
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a.addss(xmm0, dword_ptr(rax, 0x10));
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a.pop(rax);
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a.jmp(0x14067AE1A);
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}
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void pm_bouncing_stub_mp(utils::hook::assembler& a)
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{
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const auto no_bounce = a.newLabel();
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const auto loc_140691518 = a.newLabel();
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::pm_bouncing)));
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a.mov(al, byte_ptr(rax, 0x10));
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a.cmp(byte_ptr(rbp, -0x5D), al);
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a.pop(rax);
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a.jz(no_bounce);
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a.jmp(0x140691481);
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a.bind(no_bounce);
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a.cmp(dword_ptr(rsp, 0x44), 0);
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a.jnz(loc_140691518);
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a.jmp(0x14069146F);
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a.bind(loc_140691518);
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a.jmp(0x140691518);
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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::DVAR_FLAG_REPLICATED, "Enable elevators");
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dvars::jump_enableFallDamage = dvars::register_bool("jump_enableFallDamage", true,
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game::DVAR_FLAG_REPLICATED, "Enable fall damage");
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dvars::jump_ladderPushVel = dvars::register_float("jump_ladderPushVel", 128.0f, 0.0f, 1024.0f,
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game::DVAR_FLAG_REPLICATED, "The velocity of a jump off of a ladder");
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dvars::jump_spreadAdd = dvars::register_float("jump_spreadAdd", 64.0f, 0.0f, 512.0f,
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game::DVAR_FLAG_REPLICATED, "The amount of spread scale to add as a side effect of jumping");
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dvars::pm_bouncing = dvars::register_bool("pm_bouncing", false,
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game::DVAR_FLAG_REPLICATED, "Enable bouncing");
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utils::hook::jump(0x14069145E, utils::hook::assemble(pm_bouncing_stub_mp), 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(0x14068F0A0, &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(0x1406878C1, utils::hook::assemble(pm_trace_stub), true);
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pm_crashland_hook.create(0x140688A20, &pm_crashland_stub);
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utils::hook::jump(0x14067AC6C, utils::hook::assemble(jump_pushoffladder_stub), true);
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utils::hook::nop(0x14067AC78, 4);
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utils::hook::jump(0x14067AE03, utils::hook::assemble(jump_start_stub), true);
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utils::hook::nop(0x14067AE0F, 4);
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// Dvars already present in-game
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dvars::register_float("jump_height", 39.0f, 0.0f, 1000.0f,
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game::DVAR_FLAG_REPLICATED, "The maximum height of a player\'s jump");
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dvars::register_float("jump_stepSize", 18.0f, 0.0f, 64.0f,
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game::DVAR_FLAG_REPLICATED, "The maximum step up to the top of a jump arc");
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dvars::register_float("g_gravity", 800.0f, 1.0f, 1000.0f,
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game::DVAR_FLAG_REPLICATED, "Game gravity in inches per second squared");
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dvars::register_int("g_speed", 190, 0, 1000,
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game::DVAR_FLAG_REPLICATED, "Player speed");
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}
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};
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}
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REGISTER_COMPONENT(gameplay::component)
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