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#include <STDInclude.hpp>
#include "Lean.hpp"
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namespace Components
{
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Dvar::Var Lean::BGLean;
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Game::kbutton_t Lean::in_leanleft;
Game::kbutton_t Lean::in_leanright;
void Lean::IN_LeanLeft_Up()
{
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Game::IN_KeyUp(&in_leanleft);
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}
void Lean::IN_LeanLeft_Down()
{
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Game::IN_KeyDown(&in_leanleft);
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}
void Lean::IN_LeanRight_Up()
{
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Game::IN_KeyUp(&in_leanright);
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}
void Lean::IN_LeanRight_Down()
{
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Game::IN_KeyDown(&in_leanright);
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}
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void Lean::SetLeanFlags(Game::usercmd_s* cmd)
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{
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if ((in_leanleft.active || in_leanleft.wasPressed) && BGLean.get<bool>())
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{
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cmd->buttons |= Game::CMD_BUTTON_LEAN_LEFT;
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}
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if ((in_leanright.active || in_leanright.wasPressed) && BGLean.get<bool>())
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{
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cmd->buttons |= Game::CMD_BUTTON_LEAN_RIGHT;
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}
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in_leanleft.wasPressed = false;
in_leanright.wasPressed = false;
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}
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void __declspec(naked) Lean::CL_CmdButtons_Stub()
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{
__asm
{
// CL_CmdButtons
mov ecx, 5A6510h
call ecx
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pushad
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push esi
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call SetLeanFlags
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pop esi
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popad
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retn
}
}
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void Lean::PM_UpdateLean_Stub(Game::playerState_s* ps, float msec, Game::usercmd_s* cmd, void(*capsuleTrace)(Game::trace_t*, const float*, const float*, const Game::Bounds*, int, int))
{
if (BGLean.get<bool>())
{
Game::PM_UpdateLean(ps, msec, cmd, capsuleTrace);
}
}
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Lean::Lean()
{
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Command::AddRaw("+leanleft", IN_LeanLeft_Down, true);
Command::AddRaw("-leanleft", IN_LeanLeft_Up, true);
Command::AddRaw("+leanright", IN_LeanRight_Down, true);
Command::AddRaw("-leanright", IN_LeanRight_Up, true);
Utils::Hook(0x5A6D84, CL_CmdButtons_Stub, HOOK_CALL).install()->quick();
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Utils::Hook(0x4A0C72, PM_UpdateLean_Stub, HOOK_CALL).install()->quick();
Utils::Hook(0x4A0D72, PM_UpdateLean_Stub, HOOK_CALL).install()->quick();
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BGLean = Dvar::Register<bool>("bg_lean", true,
Game::DVAR_CODINFO, "Enable CoD4 leaning");
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}
}