[Movement] Add rocket jump scale
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@ -7,6 +7,7 @@ namespace Components
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Dvar::Var Movement::CGNoclipScaler;
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Dvar::Var Movement::BGBouncesAllAngles;
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Dvar::Var Movement::BGRocketJump;
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Dvar::Var Movement::BGRocketJumpScale;
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Dvar::Var Movement::BGPlayerEjection;
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Dvar::Var Movement::BGPlayerCollision;
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Game::dvar_t* Movement::BGBounces;
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@ -172,15 +173,16 @@ namespace Components
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}
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Game::gentity_s* Movement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
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float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7)
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float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool magicBullet)
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{
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auto* result = Game::Weapon_RocketLauncher_Fire(ent, weaponIndex, spread, wp, gunVel, lockParms, a7);
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auto* result = Game::Weapon_RocketLauncher_Fire(ent, weaponIndex, spread, wp, gunVel, lockParms, magicBullet);
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if (ent->client != nullptr && BGRocketJump.get<bool>())
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{
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ent->client->ps.velocity[0] += (0.0f - wp->forward[0]) * 64.0f;
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ent->client->ps.velocity[1] += (0.0f - wp->forward[1]) * 64.0f;
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ent->client->ps.velocity[2] += (0.0f - wp->forward[2]) * 64.0f;
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const auto scale = Movement::BGRocketJumpScale.get<float>();
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ent->client->ps.velocity[0] += (0.0f - wp->forward[0]) * scale;
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ent->client->ps.velocity[1] += (0.0f - wp->forward[1]) * scale;
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ent->client->ps.velocity[2] += (0.0f - wp->forward[2]) * scale;
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}
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return result;
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@ -217,6 +219,42 @@ namespace Components
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return Movement::PlayerSpectateSpeedScale.get<Game::dvar_t*>();
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}
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void Movement::RegisterMovementDvars()
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{
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Movement::PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
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0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The scale applied to the player speed when ducking");
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Movement::PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
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0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The scale applied to the player speed when crawling");
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// 3arc naming convention
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Movement::CGUfoScaler = Dvar::Register<float>("cg_ufo_scaler",
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6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The speed at which ufo camera moves");
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Movement::CGNoclipScaler = Dvar::Register<float>("cg_noclip_scaler",
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3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The speed at which noclip camera moves");
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Movement::BGBouncesAllAngles = Dvar::Register<bool>("bg_bouncesAllAngles",
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false, Game::DVAR_CODINFO, "Force bounce from all angles");
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Movement::BGRocketJump = Dvar::Register<bool>("bg_rocketJump",
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false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
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Movement::BGRocketJumpScale = Dvar::Register<float>("bg_rocketJumpScale",
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64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO,
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"The scale applied to the pushback force of a rocket");
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Movement::BGPlayerEjection = Dvar::Register<bool>("bg_playerEjection",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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Movement::BGPlayerCollision = Dvar::Register<bool>("bg_playerCollision",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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}
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Movement::Movement()
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{
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Scheduler::Once([]
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@ -229,37 +267,8 @@ namespace Components
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nullptr
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};
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Movement::PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
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0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The scale applied to the player speed when ducking");
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Movement::PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
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0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The scale applied to the player speed when crawling");
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// 3arc naming convention
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Movement::CGUfoScaler = Dvar::Register<float>("cg_ufo_scaler",
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6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The speed at which ufo camera moves");
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Movement::CGNoclipScaler = Dvar::Register<float>("cg_noclip_scaler",
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3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
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"The speed at which noclip camera moves");
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Movement::BGBounces = Game::Dvar_RegisterEnum("bg_bounces",
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bg_bouncesValues, Movement::DISABLED, Game::DVAR_CODINFO, "Bounce glitch settings");
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Movement::BGBouncesAllAngles = Dvar::Register<bool>("bg_bouncesAllAngles",
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false, Game::DVAR_CODINFO, "Force bounce from all angles");
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Movement::BGRocketJump = Dvar::Register<bool>("bg_rocketJump",
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false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
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Movement::BGPlayerEjection = Dvar::Register<bool>("bg_playerEjection",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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Movement::BGPlayerCollision = Dvar::Register<bool>("bg_playerCollision",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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}, Scheduler::Pipeline::MAIN);
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// Hook Dvar_RegisterFloat. Only thing that's changed is that the 0x80 flag is not used.
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@ -286,5 +295,7 @@ namespace Components
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Utils::Hook(0x5D8153, Movement::StuckInClient_Hk, HOOK_CALL).install()->quick();
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Utils::Hook(0x45A5BF, Movement::CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
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Utils::Hook(0x5A0CAD, Movement::CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
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Movement::RegisterMovementDvars();
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}
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}
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@ -15,6 +15,7 @@ namespace Components
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static Dvar::Var CGNoclipScaler;
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static Dvar::Var BGBouncesAllAngles;
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static Dvar::Var BGRocketJump;
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static Dvar::Var BGRocketJumpScale;
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static Dvar::Var BGPlayerEjection;
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static Dvar::Var BGPlayerCollision;
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// Can't use Var class inside assembly stubs
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@ -40,5 +41,7 @@ namespace Components
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static void 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);
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static Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value, float min, float max, unsigned __int16 flags, const char* description);
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static void RegisterMovementDvars();
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};
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}
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@ -1092,7 +1092,7 @@ namespace Game
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typedef void(__cdecl * AimAssist_ApplyAutoMelee_t)(const AimInput* input, AimOutput* output);
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extern AimAssist_ApplyAutoMelee_t AimAssist_ApplyAutoMelee;
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typedef gentity_s*(__cdecl * Weapon_RocketLauncher_Fire_t)(gentity_s* ent, unsigned int weaponIndex, float spread, weaponParms* wp, const float* gunVel, lockonFireParms* lockParms, bool a7);
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typedef gentity_s*(__cdecl * Weapon_RocketLauncher_Fire_t)(gentity_s* ent, unsigned int weaponIndex, float spread, weaponParms* wp, const float* gunVel, lockonFireParms* lockParms, bool magicBullet);
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extern Weapon_RocketLauncher_Fire_t Weapon_RocketLauncher_Fire;
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typedef void(__cdecl * Jump_ClearState_t)(playerState_s* ps);
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