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

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#include "STDInclude.hpp"
namespace Components
{
Game::dvar_t* Elevators::SV_EnableEasyElevators;
__declspec(naked) void Elevators::PM_CorrectAllSolidStub()
{
__asm
{
push ecx
mov ecx, Elevators::SV_EnableEasyElevators
cmp byte ptr [ecx + 16], 1
pop ecx
// Always elevate if SV_EnableEasyElevators is set to 1
je elevate
// Original code
cmp byte ptr [eax + 0x29], 0
// Original code flow
jz elevate
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// Go to conditional check for the loop
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push 0x5734FF
retn
elevate:
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// Continue with loop execution
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push 0x57353D
retn
}
}
__declspec(naked) void Elevators::PM_CheckDuckStub()
{
__asm
{
push eax
mov eax, Elevators::SV_EnableEasyElevators
cmp byte ptr [eax + 16], 1
pop eax
// Always stand if SV_EnableEasyElevators is set to 1
je stand
// Original code
cmp byte ptr [esp + 0x38], 0
// Original code flow
jnz noStand
stand:
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// Player is allowed to stand
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push 0x570ED4
retn
noStand:
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// Player will remain ducked
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push 0x570EF4
retn
}
}
Elevators::Elevators()
{
Dvar::OnInit([]
{
Elevators::SV_EnableEasyElevators = Game::Dvar_RegisterBool("sv_enableEasyElevators",
false, Game::DVAR_FLAG_CHEAT | Game::DVAR_FLAG_REPLICATED,
"Enable easy elevators for trickshotting");
});
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// Place hook PM_CorrectAllSolid so we may skip PM_Trace check
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Utils::Hook(0x5734F9, Elevators::PM_CorrectAllSolidStub, HOOK_JUMP).install()->quick();
Utils::Hook::Nop(0x5734FE, 1);
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// Place hook PM_CheckDuck so we may skip PM_Trace check
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Utils::Hook(0x570ECD, Elevators::PM_CheckDuckStub, HOOK_JUMP).install()->quick();
}
Elevators::~Elevators()
{
}
}