Merge branch 'refactor-movement' of https://github.com/diamante0018/iw4x-client into refactor-movement

This commit is contained in:
Diavolo 2022-02-02 10:09:19 +01:00
commit 2c39b16a67
5 changed files with 97 additions and 36 deletions

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@ -868,7 +868,7 @@ namespace Components
}
// Check for frozen controls. Flag name should start with PMF_
if (CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0)
if (CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & Game::PMF_FROZEN) == 0)
{
Game::AimInput aimInput{};
Game::AimOutput aimOutput{};

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@ -8,6 +8,8 @@ namespace Components
Dvar::Var Movement::PlayerSpectateSpeedScale;
Dvar::Var Movement::CGUfoScaler;
Dvar::Var Movement::CGNoclipScaler;
Dvar::Var Movement::BGBouncesAllAngles;
Game::dvar_t* Movement::BGBounces;
float Movement::PM_CmdScaleForStance(const Game::pmove_s* pm)
{
@ -153,6 +155,71 @@ namespace Components
}
}
__declspec(naked) void Movement::PM_StepSlideMoveStub()
{
__asm
{
// Check the value of BGBounces
push ecx
push eax
mov eax, Movement::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 code
cmp dword ptr [esp + 0x24], 0
push 0x4B1B48
retn
}
}
void Movement::PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut)
{
const auto lengthSquared2D = velIn[0] * velIn[0] + velIn[1] * velIn[1];
if (std::fabsf(normal[2]) < 0.001f || lengthSquared2D == 0.0)
{
velOut[0] = velIn[0];
velOut[1] = velIn[1];
velOut[2] = velIn[2];
return;
}
auto newZ = velIn[0] * normal[0] + velIn[1] * normal[1];
newZ = -newZ / normal[2];
const auto lengthScale = std::sqrtf((velIn[2] * velIn[2] + lengthSquared2D)
/ (newZ * newZ + lengthSquared2D));
if (Movement::BGBouncesAllAngles.get<bool>()
|| (lengthScale < 1.f || newZ < 0.f || velIn[2] > 0.f))
{
velOut[0] = velIn[0] * lengthScale;
velOut[1] = velIn[1] * lengthScale;
velOut[2] = newZ * lengthScale;
}
}
// Double bounces
void Movement::Jump_ClearStateHook(Game::playerState_s* ps)
{
if (Movement::BGBounces->current.integer == Movement::DOUBLE)
return;
Game::Jump_ClearState(ps);
}
Game::dvar_t* Movement::Dvar_RegisterLastStandSpeedScale(const char* name, float value,
float min, float max, int, const char* desc)
{
@ -175,6 +242,14 @@ namespace Components
{
Dvar::OnInit([]
{
static const char* bg_bouncesValues[] =
{
"disabled",
"enabled",
"double",
nullptr
};
Movement::PlayerDuckedSpeedScale = Dvar::Register<float>("player_duckedSpeedScale",
0.65f, 0.0f, 5.0f, Game::DVAR_FLAG_CHEAT | Game::DVAR_FLAG_REPLICATED,
"The scale applied to the player speed when ducking");
@ -191,6 +266,12 @@ namespace Components
Movement::CGNoclipScaler = Dvar::Register<float>("cg_noclip_scaler",
3.0f, 0.001f, 1000.0f, Game::DVAR_FLAG_CHEAT | Game::DVAR_FLAG_REPLICATED,
"The speed at which noclip camera moves");
Movement::BGBounces = Game::Dvar_RegisterEnum("bg_bounces",
bg_bouncesValues, Movement::DISABLED, Game::DVAR_FLAG_REPLICATED, "Bounce glitch settings");
Movement::BGBouncesAllAngles = Dvar::Register<bool>("bg_bouncesAllAngles",
false, Game::DVAR_FLAG_REPLICATED, "Force bounce from all angles");
});
// Hook PM_CmdScaleForStance in PM_CmdScale_Walk
@ -208,6 +289,11 @@ namespace Components
// Hook PM_MoveScale so we can add custom speed scale for Ufo and Noclip
Utils::Hook(0x56F845, Movement::PM_MoveScaleStub, HOOK_CALL).install()->quick();
Utils::Hook(0x56FABD, Movement::PM_MoveScaleStub, HOOK_CALL).install()->quick();
// Bounce logic
Utils::Hook(0x4B1B2D, Movement::PM_StepSlideMoveStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x57383E, Movement::Jump_ClearStateHook, HOOK_CALL).install()->quick();
Utils::Hook(0x4B1B97, Movement::PM_ProjectVelocityStub, HOOK_CALL).install()->quick();
}
Movement::~Movement()

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@ -9,12 +9,17 @@ namespace Components
~Movement();
private:
enum BouncesSettings { DISABLED, ENABLED, DOUBLE };
static Dvar::Var PlayerDuckedSpeedScale;
static Dvar::Var PlayerLastStandCrawlSpeedScale;
static Dvar::Var PlayerProneSpeedScale;
static Dvar::Var PlayerSpectateSpeedScale;
static Dvar::Var CGUfoScaler;
static Dvar::Var CGNoclipScaler;
static Dvar::Var BGBouncesAllAngles;
// Can't use Var class inside assembly stubs
static Game::dvar_t* BGBounces;
static float PM_CmdScaleForStance(const Game::pmove_s* move);
static void PM_CmdScaleForStanceStub();
@ -22,6 +27,11 @@ namespace Components
static float PM_MoveScale(Game::playerState_s* ps, float forwardmove, float rightmove, float upmove);
static void PM_MoveScaleStub();
// Bounce logic
static void PM_StepSlideMoveStub();
static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut);
static void Jump_ClearStateHook(Game::playerState_s* ps);
static Game::dvar_t* Dvar_RegisterLastStandSpeedScale(const char* name, float value, float min, float max, int flags, const char* desc);
static Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* name, float value, float min, float max, int flags, const char* desc);
};

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@ -239,34 +239,6 @@ namespace Components
}
}
Game::dvar_t* QuickPatch::sv_enableBounces;
__declspec(naked) void QuickPatch::BounceStub()
{
__asm
{
// check the value of sv_enableBounces
push eax;
mov eax, sv_enableBounces;
cmp byte ptr[eax + 16], 1;
pop eax;
// always bounce if sv_enableBounces is set to 1
je bounce;
// original code
cmp dword ptr[esp + 24h], 0;
jnz dontBounce;
bounce:
push 0x004B1B34;
retn;
dontBounce:
push 0x004B1B48;
retn;
}
}
Game::dvar_t* QuickPatch::Dvar_RegisterAspectRatioDvar(const char* name, char**, int defaultVal, int flags, const char* description)
{
static const char* r_aspectRatioEnum[] =
@ -457,10 +429,6 @@ namespace Components
// Hook escape handling on open console to change behaviour to close the console instead of only canceling autocomplete
Utils::Hook(0x4F66A3, CL_KeyEvent_ConsoleEscape_Stub, HOOK_JUMP).install()->quick();
// bounce dvar
sv_enableBounces = Game::Dvar_RegisterBool("sv_enableBounces", false, Game::DVAR_FLAG_REPLICATED, "Enables bouncing on the server");
Utils::Hook(0x4B1B2D, QuickPatch::BounceStub, HOOK_JUMP).install()->quick();
// Intermission time dvar
Game::Dvar_RegisterFloat("scr_intermissionTime", 10, 0, 120, Game::DVAR_FLAG_REPLICATED | Game::DVAR_FLAG_DEDISAVED, "Time in seconds before match server loads the next map");

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@ -31,9 +31,6 @@ namespace Components
static bool InvalidNameCheck(char* dest, const char* source, int size);
static void InvalidNameStub();
static Game::dvar_t* sv_enableBounces;
static void BounceStub();
static Dvar::Var r_customAspectRatio;
static Game::dvar_t* Dvar_RegisterAspectRatioDvar(const char* name, char** enumValues, int defaultVal, int flags, const char* description);
static void SetAspectRatioStub();