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

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#include <STDInclude.hpp>
#include "Bullet.hpp"
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namespace Components
{
Dvar::Var Bullet::BGSurfacePenetration;
Game::dvar_t* Bullet::BGBulletRange;
float Bullet::ContactPointSave[3];
float Bullet::VCSave[3];
float Bullet::CalcRicochetSave[3];
float Bullet::ColorYellow[] = {1.0f, 1.0f, 0.0f, 1.0f};
float Bullet::ColorBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
float Bullet::ColorOrange[] = {1.0f, 0.7f, 0.0f, 1.0f};
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float Bullet::BG_GetSurfacePenetrationDepthStub(const Game::WeaponDef* weapDef, int surfaceType)
{
assert(weapDef);
assert(weapDef->penetrateType != Game::PENETRATE_TYPE_NONE);
AssertIn(weapDef->penetrateType, Game::PENETRATE_TYPE_COUNT);
AssertIn(surfaceType, Game::SURF_TYPE_COUNT);
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const auto penetrationDepth = BGSurfacePenetration.get<float>();
if (penetrationDepth > 0.0f)
{
// Custom depth
return penetrationDepth;
}
// Game's code
if (surfaceType != Game::SURF_TYPE_DEFAULT)
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{
return (*Game::penetrationDepthTable)[weapDef->penetrateType][surfaceType];
}
return 0.0f;
}
__declspec(naked) void Bullet::Bullet_FireStub()
{
__asm
{
push eax
mov eax, BGBulletRange
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
push 0x440346
retn
}
}
void Bullet::BG_srand_Hk(unsigned int* pHoldrand)
{
*pHoldrand = static_cast<unsigned int>(std::rand());
}
void Bullet::BulletRicochet_Save(const float* contactPoint)
{
std::memcpy(ContactPointSave, contactPoint, sizeof(float[3]));
}
__declspec(naked) void Bullet::BulletRicochet_Stub()
{
__asm
{
pushad
push [esp + 0x20 + 0xC]
call BulletRicochet_Save
add esp, 0x4
popad
// Game's code
sub esp, 0x4C
push ebp
mov ebp, dword ptr [esp + 0x60]
push 0x5D5B08
ret
}
}
void Bullet::_VectorMA_Stub(float* va, float scale, float* vb, float* vc)
{
vc[0] = va[0] + scale * vb[0];
vc[1] = va[1] + scale * vb[1];
vc[2] = va[2] + scale * vb[2];
std::memcpy(VCSave, vc, sizeof(float[3]));
}
void Bullet::CalcRicochet_Stub(const float* incoming, const float* normal, float* result)
{
Utils::Hook::Call<void(const float*, const float*, float*)>(0x5D59F0)(incoming, normal, result);
std::memcpy(CalcRicochetSave, result, sizeof(float[3]));
}
int Bullet::Bullet_Fire_Stub(Game::gentity_s* attacker, [[maybe_unused]] float spread, Game::weaponParms* wp, Game::gentity_s* weaponEnt, Game::PlayerHandIndex hand, int gameTime)
{
float tmp[3];
Game::G_DebugStar(ContactPointSave, ColorYellow);
tmp[0] = (CalcRicochetSave[0] * 100.0f) + VCSave[0];
tmp[1] = (CalcRicochetSave[1] * 100.0f) + VCSave[1];
tmp[2] = (CalcRicochetSave[2] * 100.0f) + VCSave[1];
Game::G_DebugLineWithDuration(VCSave, tmp, ColorOrange, 1, 100);
Game::G_DebugStar(tmp, ColorBlue);
// Set the spread to 0 when drawing
return Game::Bullet_Fire(attacker, 0.0f, wp, weaponEnt, hand, gameTime);
}
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Bullet::Bullet()
{
BGSurfacePenetration = Dvar::Register<float>("bg_surfacePenetration", 0.0f,
0.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO, "Set to a value greater than 0 to override the surface penetration depth");
BGBulletRange = Game::Dvar_RegisterFloat("bg_bulletRange", 8192.0f,
0.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO, "Max range used when calculating the bullet end position");
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Utils::Hook(0x4F6980, BG_GetSurfacePenetrationDepthStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x440340, Bullet_FireStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x440368, BG_srand_Hk, HOOK_CALL).install()->quick();
std::memset(ContactPointSave, 0, sizeof(float[3]));
std::memset(VCSave, 0, sizeof(float[3]));
std::memset(CalcRicochetSave, 0, sizeof(float[3]));
#ifdef DEBUG_RIOT_SHIELD
Utils::Hook(0x5D5B00, BulletRicochet_Stub, HOOK_JUMP).install()->quick();
Utils::Hook::Nop(0x5D5B00 + 5, 3);
Utils::Hook(0x5D5BBA, CalcRicochet_Stub, HOOK_CALL).install()->quick();
Utils::Hook(0x5D5BD7, _VectorMA_Stub, HOOK_CALL).install()->quick();
Utils::Hook(0x5D5C0B, Bullet_Fire_Stub, HOOK_CALL).install()->quick();
#endif
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}
}