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

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#include "STDInclude.hpp"
namespace Components
{
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Dvar::Var Elevators::SV_Elevators;
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int Elevators::PM_CorrectAllSolid(Game::pmove_s* pm, Game::pml_t* pml, Game::trace_t* trace)
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{
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assert(pm != nullptr);
assert(pm->ps != nullptr);
Game::vec3_t point;
auto* ps = pm->ps;
auto i = 0;
const auto EleSettings = Elevators::SV_Elevators.get<int>();
while (TRUE)
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{
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point[0] = ps->origin[0] + Game::CorrectSolidDeltas[i][0];
point[1] = ps->origin[1] + Game::CorrectSolidDeltas[i][1];
point[2] = ps->origin[2] + Game::CorrectSolidDeltas[i][2];
Game::PM_playerTrace(pm, trace, point, point, &pm->bounds, ps->clientNum, pm->tracemask);
// If the player wishes to glitch without effort they can do so
if (!trace->startsolid || EleSettings == Elevators::EASY)
{
ps->origin[0] = point[0];
ps->origin[1] = point[1];
ps->origin[2] = point[2];
point[2] = (ps->origin[2] - 1.0f) - 0.25f;
Game::PM_playerTrace(pm, trace, ps->origin, point, &pm->bounds, ps->clientNum, pm->tracemask);
// If elevators are disabled we need to check that startsolid is false before proceeding
// like later versions of the game do
if (!trace->startsolid || EleSettings >= Elevators::ENABLED)
{
pml->groundTrace.fraction = trace->fraction;
pml->groundTrace.normal[0] = trace->normal[0];
pml->groundTrace.normal[1] = trace->normal[1];
pml->groundTrace.normal[2] = trace->normal[2];
pml->groundTrace.surfaceFlags = trace->surfaceFlags;
pml->groundTrace.contents = trace->contents;
pml->groundTrace.hitType = trace->hitType;
pml->groundTrace.hitId = trace->hitId;
pml->groundTrace.partName = trace->partName;
pml->groundTrace.partGroup = trace->partGroup;
pml->groundTrace.walkable = trace->walkable;
const auto fraction = trace->fraction;
ps->origin[0] += fraction * (point[0] - ps->origin[0]);
ps->origin[1] += fraction * (point[1] - ps->origin[1]);
ps->origin[2] += fraction * (point[2] - ps->origin[2]);
break;
}
}
i += 1;
if (i >= 26)
{
ps->groundEntityNum = Game::ENTITYNUM_NONE;
pml->groundPlane = 0;
pml->almostGroundPlane = 0;
pml->walking = 0;
Game::Jump_ClearState(ps);
return 0;
}
}
return 1;
}
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void Elevators::PM_TraceStub(Game::pmove_s* pm, Game::trace_t* trace, const float* f3,
const float* f4, const Game::Bounds* bounds, int a6, int a7)
{
Game::PM_Trace(pm, trace, f3, f4, bounds, a6, a7);
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if (Elevators::SV_Elevators.get<int>() == Elevators::EASY)
{
trace->allsolid = false;
}
}
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__declspec(naked) void Elevators::PM_CorrectAllSolidStub()
{
__asm
{
push eax
pushad
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push [esp + 0x8 + 0x24]
push [esp + 0x8 + 0x24]
push eax
call Elevators::PM_CorrectAllSolid
add esp, 0xC
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mov [esp + 0x20], eax
popad
pop eax
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ret
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}
}
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Elevators::Elevators()
{
Dvar::OnInit([]
{
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static const char* values[] =
{
"Disable elevators",
"Enable elevators",
"Enable easy elevators",
nullptr
};
Elevators::SV_Elevators = Game::Dvar_RegisterEnum("sv_Elevators", values,
Elevators::ENABLED, Game::DVAR_FLAG_REPLICATED, "Elevators glitch settings");
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});
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Utils::Hook(0x57369E, Elevators::PM_CorrectAllSolidStub, HOOK_CALL).install()->quick();
Utils::Hook(0x570EC5, Elevators::PM_TraceStub, HOOK_CALL).install()->quick();
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}
Elevators::~Elevators()
{
}
}