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

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#include <STDInclude.hpp>
namespace Components
{
Dvar::Var PlayerMovement::BGRocketJump;
Dvar::Var PlayerMovement::BGRocketJumpScale;
Dvar::Var PlayerMovement::BGPlayerEjection;
Dvar::Var PlayerMovement::BGPlayerCollision;
const Game::dvar_t* PlayerMovement::CGNoclipScaler;
const Game::dvar_t* PlayerMovement::CGUfoScaler;
const Game::dvar_t* PlayerMovement::PlayerSpectateSpeedScale;
const Game::dvar_t* PlayerMovement::BGBounces;
const Game::dvar_t* PlayerMovement::BGBouncesAllAngles;
const Game::dvar_t* PlayerMovement::PlayerDuckedSpeedScale;
const Game::dvar_t* PlayerMovement::PlayerProneSpeedScale;
__declspec(naked) void PlayerMovement::PM_PlayerDuckedSpeedScaleStub()
{
__asm
{
push eax
mov eax, PlayerDuckedSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
__declspec(naked) void PlayerMovement::PM_PlayerProneSpeedScaleStub()
{
__asm
{
push eax
mov eax, PlayerProneSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Noclip()
{
__asm
{
mov eax, CGNoclipScaler
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F43A
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Ufo()
{
__asm
{
mov eax, CGUfoScaler
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F44D
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Spectate()
{
__asm
{
mov eax, PlayerSpectateSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F462
ret
}
}
__declspec(naked) void PlayerMovement::PM_StepSlideMoveStub()
{
__asm
{
// Check the value of BGBounces
push ecx
push eax
mov eax, BGBounces
mov ecx, dword ptr [eax + 0x10]
test ecx, ecx
pop eax
pop ecx
// Do not bounce if BGBounces is 0
jle noBounce
// Bounce
push 0x4B1B34
retn
noBounce:
// Original game code
cmp dword ptr [esp + 0x24], 0
push 0x4B1B48
retn
}
}
// Double bounces
void PlayerMovement::Jump_ClearState_Hk(Game::playerState_s* ps)
{
if (BGBounces->current.integer != DOUBLE)
{
Game::Jump_ClearState(ps);
}
}
__declspec(naked) void PlayerMovement::PM_ProjectVelocityStub()
{
__asm
{
push eax
mov eax, BGBouncesAllAngles
cmp byte ptr [eax + 0x10], 1
pop eax
je bounce
fstp ST(0)
pop esi
add esp, 0x10
ret
bounce:
push 0x417B6F
ret
}
}
Game::gentity_s* PlayerMovement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool magicBullet)
{
auto* result = Game::Weapon_RocketLauncher_Fire(ent, weaponIndex, spread, wp, gunVel, lockParms, magicBullet);
if (ent->client != nullptr && BGRocketJump.get<bool>() &&
wp->weapDef->inventoryType != Game::WEAPINVENTORY_EXCLUSIVE)
{
const auto scale = BGRocketJumpScale.get<float>();
ent->client->ps.velocity[0] += (0.0f - wp->forward[0]) * scale;
ent->client->ps.velocity[1] += (0.0f - wp->forward[1]) * scale;
ent->client->ps.velocity[2] += (0.0f - wp->forward[2]) * scale;
}
return result;
}
int PlayerMovement::StuckInClient_Hk(Game::gentity_s* self)
{
if (BGPlayerEjection.get<bool>())
{
return Utils::Hook::Call<int(Game::gentity_s*)>(0x402D30)(self); // StuckInClient
}
return 0;
}
void PlayerMovement::CM_TransformedCapsuleTrace_Hk(Game::trace_t* results, const float* start, const float* end,
const Game::Bounds* bounds, const Game::Bounds* capsule, int contents, const float* origin, const float* angles)
{
if (BGPlayerCollision.get<bool>())
{
Utils::Hook::Call<void(Game::trace_t*, const float*, const float*,
const Game::Bounds*, const Game::Bounds*, int, const float*, const float*)>
(0x478300)
(results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace
}
}
const Game::dvar_t* PlayerMovement::Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value,
float min, float max, unsigned __int16 /*flags*/, const char* description)
{
PlayerSpectateSpeedScale = Game::Dvar_RegisterFloat(dvarName, value,
min, max, Game::DVAR_CHEAT | Game::DVAR_CODINFO, description);
return PlayerSpectateSpeedScale;
}
void PlayerMovement::RegisterMovementDvars()
{
PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when ducking");
PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when crawling");
// 3arc naming convention
CGUfoScaler = Game::Dvar_RegisterFloat("cg_ufo_scaler",
6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which ufo camera moves");
CGNoclipScaler = Game::Dvar_RegisterFloat("cg_noclip_scaler",
3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which noclip camera moves");
BGBouncesAllAngles = Game::Dvar_RegisterBool("bg_bouncesAllAngles",
false, Game::DVAR_CODINFO, "Force bounce from all angles");
BGRocketJump = Dvar::Register<bool>("bg_rocketJump",
false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
BGRocketJumpScale = Dvar::Register<float>("bg_rocketJumpScale",
64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO,
"The scale applied to the pushback force of a rocket");
BGPlayerEjection = Dvar::Register<bool>("bg_playerEjection",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
BGPlayerCollision = Dvar::Register<bool>("bg_playerCollision",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
}
PlayerMovement::PlayerMovement()
{
Scheduler::Once([]
{
static const char* bg_bouncesValues[] =
{
"disabled",
"enabled",
"double",
nullptr
};
BGBounces = Game::Dvar_RegisterEnum("bg_bounces",
bg_bouncesValues, DISABLED, Game::DVAR_CODINFO, "Bounce glitch settings");
}, Scheduler::Pipeline::MAIN);
// Hook Dvar_RegisterFloat. Only thing that's changed is that the 0x80 flag is not used.
Utils::Hook(0x448990, Dvar_RegisterSpectateSpeedScale, HOOK_CALL).install()->quick();
// PM_CmdScaleForStance
Utils::Hook(0x572D9B, PM_PlayerDuckedSpeedScaleStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x572DA5, PM_PlayerProneSpeedScaleStub, HOOK_JUMP).install()->quick();
// Hook PM_MoveScale so we can add custom speed scale for Ufo and Noclip
Utils::Hook(0x56F42C, PM_MoveScale_Noclip, HOOK_JUMP).install()->quick();
Utils::Hook(0x56F43F, PM_MoveScale_Ufo, HOOK_JUMP).install()->quick();
Utils::Hook(0x56F452, PM_MoveScale_Spectate, HOOK_JUMP).install()->quick();
// Bounce logic
Utils::Hook(0x4B1B2D, PM_StepSlideMoveStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x57383E, Jump_ClearState_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x417B66, PM_ProjectVelocityStub, HOOK_JUMP).install()->quick();
// Rocket jump
Utils::Hook(0x4A4F9B, Weapon_RocketLauncher_Fire_Hk, HOOK_CALL).install()->quick(); // FireWeapon
// Hook StuckInClient & CM_TransformedCapsuleTrace
// so we can prevent intersecting players from being pushed away from each other
Utils::Hook(0x5D8153, StuckInClient_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x45A5BF, CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
Utils::Hook(0x5A0CAD, CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
RegisterMovementDvars();
}
}