h2-mod/src/client/component/gameplay.cpp
2022-10-23 06:40:52 +02:00

162 lines
4.7 KiB
C++

#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;
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<void>(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<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(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<void>(ps, pm);
}
}
void jump_pushoffladder_stub(utils::hook::assembler& a)
{
a.push(rax);
a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&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<int64_t>(&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<int64_t>(&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)