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

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#include <STDInclude.hpp>
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namespace Components
{
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Dvar::Var Elevators::BG_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;
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const auto elevatorSetting = Elevators::BG_Elevators.get<int>();
while (true)
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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];
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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
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if (!trace->startsolid || elevatorSetting == Elevators::EASY)
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{
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
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if (!trace->startsolid || elevatorSetting >= Elevators::ENABLED)
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{
break;
}
}
++i;
if (i >= 26) // CorrectSolidDeltas count
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{
ps->groundEntityNum = Game::ENTITYNUM_NONE;
pml->groundPlane = 0;
pml->almostGroundPlane = 0;
pml->walking = 0;
Game::Jump_ClearState(ps);
return 0;
}
}
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pml->groundTrace = *trace;
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]);
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return 1;
}
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void Elevators::PM_Trace_Hk(Game::pmove_s* pm, Game::trace_t* results, const float* start,
const float* end, const Game::Bounds* bounds, int passEntityNum, int contentMask)
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{
Game::PM_Trace(pm, results, start, end, bounds, passEntityNum, contentMask);
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// Allow the player to stand even when there is no headroom
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if (Elevators::BG_Elevators.get<int>() == Elevators::EASY)
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{
results->allsolid = false;
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}
}
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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()
{
Scheduler::Once([]
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{
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static const char* values[] =
{
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"off",
"normal",
"easy",
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nullptr
};
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Elevators::BG_Elevators = Game::Dvar_RegisterEnum("bg_elevators", values,
Elevators::ENABLED, Game::DVAR_CODINFO, "Elevators glitch settings");
}, Scheduler::Pipeline::MAIN);
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Utils::Hook(0x57369E, Elevators::PM_CorrectAllSolidStub, HOOK_CALL).install()->quick(); // PM_GroundTrace
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// Place hooks in PM_CheckDuck. If the elevators dvar is set to easy the
// flags for duck/prone will always be removed from the player state
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Utils::Hook(0x570EC5, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick();
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Utils::Hook(0x570E0B, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick();
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Utils::Hook(0x570D70, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick();
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}
}