[Maps] Add r_disableModelWorkaround
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@ -535,22 +535,13 @@ namespace Components
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Maps::Maps()
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{
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// Set AABBTree
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//Utils::Hook::Nop(0x54A575, 2);
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//Utils::Hook::Nop(0x54A589, 2);
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//Utils::Hook::Set<WORD>(0x54A506, 0xE990);
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// Reset while drawing
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//Utils::Hook::Nop(0x542073, 4);
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//Utils::Hook::Nop(0x54209B, 4);
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//Utils::Hook::Nop(0x541FAB, 4);
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// Reset dpvs
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//Utils::Hook::Nop(0x5185A3, 5);
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Dvar::OnInit([]()
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{
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Dvar::Register<bool>("r_forceForwardModels", false, 0, "Force drawing all static models in front of the player");
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bool value = false;
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#ifdef DEBUG
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value = true;
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#endif
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Dvar::Register<bool>("r_disableModelWorkaround", value, 0, "Disable static model drawing workaround for custom maps");
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});
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// Hook R_ClearDpvsSceneView to force drawing all models in front of us
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@ -559,7 +550,7 @@ namespace Components
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Utils::Hook::Call<void()>(0x518530)(); // R_ClearDpvsSceneView
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Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
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if (!Game::CL_IsCgameInitialized() || !gameWorld || !Dvar::Var("r_forceForwardModels").get<bool>()) return;
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if (!Game::CL_IsCgameInitialized() || !gameWorld || Dvar::Var("r_disableModelWorkaround").get<bool>() || gameWorld->mapVtxChecksum != 0xDEADBEEF) return;
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Game::vec3_t _forward, _right;
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Game::AngleVectors(reinterpret_cast<float*>(0x85F650), _forward, _right, nullptr);
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@ -575,31 +566,29 @@ namespace Components
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{
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float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
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glm::vec2 modelOrigin(_origin[0], _origin[1]);
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glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
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// If matrix is singular just draw the models
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if (glm::determinant(matrix) != 0)
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if ((selfOrigin - modelOrigin).length() <= gameWorld->dpvs.smodelDrawInsts[i].cullDist * 1.0f)
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{
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glm::mat2x2 invMatrix = glm::inverse(matrix);
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glm::vec2 solve = modelOrigin - selfOrigin;
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glm::vec2 result = invMatrix * solve;
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glm::vec2 path = modelOrigin - (selfOrigin + (result[0] * right));
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// If matrix is singular just draw the models
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glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
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if (glm::determinant(matrix) != 0)
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{
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glm::mat2x2 invMatrix = glm::inverse(matrix);
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glm::vec2 solve = modelOrigin - selfOrigin;
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glm::vec2 result = invMatrix * solve;
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glm::vec2 path = modelOrigin - (selfOrigin + (result[0] * right));
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// Compare signs and skip to the next model if they don't equal
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if ((path[0] < 0) == (forward[0] >= 0) && (path[1] < 0) == (forward[1] >= 0)) continue;
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// Compare signs and skip to the next model if they don't equal
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if ((path[0] < 0) == (forward[0] >= 0) && (path[1] < 0) == (forward[1] >= 0)) continue;
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}
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gameWorld->dpvs.smodelVisData[0][i] = 1;
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gameWorld->dpvs.smodelVisData[1][i] = 1;
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gameWorld->dpvs.smodelVisData[2][i] = 1;
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}
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gameWorld->dpvs.smodelVisData[0][i] = 1;
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gameWorld->dpvs.smodelVisData[1][i] = 1;
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gameWorld->dpvs.smodelVisData[2][i] = 1;
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}
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}, HOOK_CALL).install()->quick();
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Command::Add("skipModel", [](Command::Params*)
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{
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Utils::Hook::Nop(0x541F02, 6);
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});
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Dvar::OnInit([] ()
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{
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Dvar::Register<bool>("isDlcInstalled_All", false, Game::DVAR_FLAG_USERCREATED | Game::DVAR_FLAG_WRITEPROTECTED, "");
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@ -85,7 +85,7 @@ namespace Utils
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{
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for (auto i = this->entities.begin(); i != this->entities.end();)
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{
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if (i->find("weaponinfo") != i->end())
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if (i->find("weaponinfo") != i->end() || (i->find("targetname") != i->end() && (*i)["targetname"] == "oldschool_pickup"s))
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{
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if (!keepTurrets || i->find("classname") == i->end() || (*i)["classname"] != "misc_turret"s)
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{
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