iw4x-client/src/Components/Modules/XInput.cpp

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#include "STDInclude.hpp"
namespace Components
{
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XINPUT_STATE XInput::xiStates[XUSER_MAX_COUNT];
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XINPUT_STATE XInput::lastxiState = { 0 };
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int XInput::xiPlayerNum = -1;
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void XInput::PollXInputDevices()
{
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XInput::xiPlayerNum = -1;
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for (int i = XUSER_MAX_COUNT - 1; i >= 0; i--)
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{
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if (XInputGetState(i, &xiStates[i]) == ERROR_SUCCESS)
XInput::xiPlayerNum = i;
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}
}
__declspec(naked) void XInput::CL_FrameStub()
{
__asm
{
// poll the xinput devices on every client frame
call XInput::PollXInputDevices
// execute the code we patched over
sub esp, 0Ch
push ebx
push ebp
push esi
// return back to original code
push 0x486976
retn
}
}
void XInput::CL_GamepadMove(int, Game::usercmd_s* cmd)
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{
if (XInput::xiPlayerNum != -1)
{
XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
cmd->rightmove = static_cast<BYTE>(xiState->Gamepad.sThumbLX / 256);
cmd->forwardmove = static_cast<BYTE>(xiState->Gamepad.sThumbLY / 256);
Game::cl_angles[0] -= (xiState->Gamepad.sThumbRY / 32767.0f);
Game::cl_angles[1] -= (xiState->Gamepad.sThumbRX / 32767.0f);
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bool pressingLeftTrigger = xiState->Gamepad.bLeftTrigger / 255.f > 0.5;
if (pressingLeftTrigger != XInput::lastxiState.Gamepad.bLeftTrigger / 255.f > 0.5)
{
if (pressingLeftTrigger)
Command::Execute("+speed");
else
Command::Execute("-speed");
}
bool pressingRightTrigger = xiState->Gamepad.bRightTrigger / 255.f > 0.5;
if (pressingRightTrigger != XInput::lastxiState.Gamepad.bRightTrigger / 255.f > 0.5)
{
if (pressingRightTrigger)
Command::Execute("+attack");
else
Command::Execute("-attack");
}
bool pressingWeapChange = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0;
if (pressingWeapChange != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0))
{
if (pressingWeapChange)
Command::Execute("weapnext");
}
bool pressingReload = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0;
if (pressingReload != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0))
{
if (pressingReload)
Command::Execute("+usereload");
else
Command::Execute("-usereload");
}
bool pressingJump = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0;
if (pressingJump != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0))
{
if (pressingJump)
Command::Execute("+gostand");
else
Command::Execute("-gostand");
}
bool pressingKnife = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0;
if (pressingKnife != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0))
{
if (pressingKnife)
Command::Execute("+melee");
else
Command::Execute("-melee");
}
bool pressingSprint = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
if (pressingSprint != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0))
{
if (pressingSprint)
Command::Execute("+breath_sprint");
else
Command::Execute("-breath_sprint");
}
bool pressingStance = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
if (pressingStance != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0))
{
if (pressingStance)
Command::Execute("+stance");
else
Command::Execute("-stance");
}
bool pressingSmoke = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
if (pressingSmoke != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0))
{
if (pressingSmoke)
Command::Execute("+smoke");
else
Command::Execute("-smoke");
}
bool pressingFrag = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
if (pressingFrag != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0))
{
if (pressingFrag)
Command::Execute("+frag");
else
Command::Execute("-frag");
}
bool pressingScore = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0;
if (pressingScore != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0))
{
if (pressingScore)
Command::Execute("+scores");
else
Command::Execute("-scores");
}
bool pressingAlt = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
if (pressingAlt != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0))
{
if (pressingAlt)
Command::Execute("+actionslot 2");
else
Command::Execute("-actionslot 2");
}
bool pressingKillstreak = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
if (pressingKillstreak != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0))
{
if (pressingKillstreak)
Command::Execute("+actionslot 3");
else
Command::Execute("-actionslot 3");
}
bool pressingNight = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
if (pressingNight != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0))
{
if (pressingNight)
Command::Execute("+actionslot 4");
else
Command::Execute("-actionslot 4");
}
bool pressingUp = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
if (pressingUp != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0))
{
if (pressingUp)
Command::Execute("+actionslot 1");
else
Command::Execute("-actionslot 1");
}
bool pressingStart = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0;
if (pressingStart != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0))
{
if (pressingStart)
Command::Execute("togglemenu");
}
memcpy(&XInput::lastxiState, xiState, sizeof XINPUT_STATE);
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}
}
__declspec(naked) void XInput::CL_CreateCmdStub()
{
__asm
{
// do xinput!
push esi
push ebp
call XInput::CL_GamepadMove
add esp, 8h
// execute code we patched over
add esp, 4
fld st
pop ebx
// return back
push 0x5A6DBF
retn
}
}
__declspec(naked) void XInput::MSG_WriteDeltaUsercmdKeyStub()
{
__asm
{
// fix stack pointer
add esp, 0Ch
// put both forward move and rightmove values in the movement button
mov dl, byte ptr [edi+1Ah] // to_forwardMove
mov dh, byte ptr [edi+1Bh] // to_rightMove
mov [esp+30h], dx // to_buttons
mov dl, byte ptr [ebp+1Ah] // from_forwardMove
mov dh, byte ptr [ebp+1Bh] // from_rightMove
mov [esp+2Ch], dx // from_buttons
// return back
push 0x60E40E
retn
}
}
void XInput::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
{
char forward;
char right;
if (Game::MSG_ReadBit(msg))
{
short movementBits = static_cast<short>(key ^ Game::MSG_ReadBits(msg, 16));
forward = static_cast<char>(movementBits);
right = static_cast<char>(movementBits >> 8);
}
else
{
forward = from->forwardmove;
right = from->rightmove;
}
to->forwardmove = forward;
to->rightmove = right;
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
add esp, 10h
// return back
push 0x4921BF
ret
}
}
__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub2()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call XInput::ApplyMovement
add esp, 10h
// return back
push 3
push esi
push 0x492085
ret
}
}
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XInput::XInput()
{
// poll xinput devices every client frame
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Utils::Hook(0x486970, XInput::CL_FrameStub, HOOK_JUMP).install()->quick();
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// use the xinput state when creating a usercmd
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Utils::Hook(0x5A6DB9, XInput::CL_CreateCmdStub, HOOK_JUMP).install()->quick();
// package the forward and right move components in the move buttons
Utils::Hook(0x60E38D, XInput::MSG_WriteDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
// send two bytes for sending movement data
Utils::Hook::Set<BYTE>(0x60E501, 16);
Utils::Hook::Set<BYTE>(0x60E5CD, 16);
// make sure to parse the movement data properally and apply it
Utils::Hook(0x492127, XInput::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x492009, XInput::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
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}
}