Move Gamepad structs to their respective correct location

- Structs that are reversed from the Game are moved to Structs.hpp
- Structs that are custom to the Gamepad patch are moved into the Gamepad component class
- Offsets to the Game's memory are moved to the Functions.hpp header
- Arrays that hold data are moved to the Gamepad components class as static fields
This commit is contained in:
Jan
2021-09-11 16:34:04 +02:00
parent 966d7c23f3
commit d71dfd170b
5 changed files with 409 additions and 393 deletions

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@ -454,6 +454,15 @@ namespace Game
cg_s* cgArray = reinterpret_cast<cg_s*>(0x7F0F78);
PlayerKeyState* playerKeys = reinterpret_cast<PlayerKeyState*>(0xA1B7D0);
kbutton_t* playersKb = reinterpret_cast<kbutton_t*>(0xA1A9A8);
AimAssistGlobals* aaGlobArray = reinterpret_cast<AimAssistGlobals*>(0x7A2110);
keyname_t* keyNames = reinterpret_cast<keyname_t*>(0x798580);
keyname_t* localizedKeyNames = reinterpret_cast<keyname_t*>(0x798880);
GraphFloat* aaInputGraph = reinterpret_cast<GraphFloat*>(0x7A2FC0);
XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize)
{
int elSize = DB_GetXAssetSizeHandlers[type]();

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@ -938,6 +938,18 @@ namespace Game
extern cg_s* cgArray;
extern PlayerKeyState* playerKeys;
extern kbutton_t* playersKb;
extern AimAssistGlobals* aaGlobArray;
constexpr auto KEY_NAME_COUNT = 95;
constexpr auto LOCALIZED_KEY_NAME_COUNT = 95;
extern keyname_t* keyNames;
extern keyname_t* localizedKeyNames;
constexpr auto AIM_ASSIST_GRAPH_COUNT = 4u;
extern GraphFloat* aaInputGraph;
XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize);
void Menu_FreeItemMemory(Game::itemDef_s* item);
void Menu_SetNextCursorItem(Game::UiContext* ctx, Game::menuDef_t* currentMenu, int unk = 1);

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@ -6198,6 +6198,244 @@ namespace Game
char _pad4[0x89740];
};
static constexpr auto MAX_GAMEPADS = 1;
static constexpr auto GPAD_VALUE_MASK = 0xFFFFFFFu;
static constexpr auto GPAD_DPAD_MASK = XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_RIGHT;
static constexpr auto GPAD_DIGITAL_MASK = 1u << 28;
static constexpr auto GPAD_ANALOG_MASK = 1u << 29;
static constexpr auto GPAD_STICK_MASK = 1u << 30;
enum GamePadButton
{
GPAD_NONE = 0,
GPAD_UP = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_UP & GPAD_VALUE_MASK),
GPAD_DOWN = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_DOWN & GPAD_VALUE_MASK),
GPAD_LEFT = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_LEFT & GPAD_VALUE_MASK),
GPAD_RIGHT = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_DPAD_RIGHT & GPAD_VALUE_MASK),
GPAD_START = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_START & GPAD_VALUE_MASK),
GPAD_BACK = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_BACK & GPAD_VALUE_MASK),
GPAD_L3 = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_LEFT_THUMB & GPAD_VALUE_MASK),
GPAD_R3 = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_RIGHT_THUMB & GPAD_VALUE_MASK),
GPAD_L_SHLDR = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_LEFT_SHOULDER & GPAD_VALUE_MASK),
GPAD_R_SHLDR = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_RIGHT_SHOULDER & GPAD_VALUE_MASK),
GPAD_A = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_A & GPAD_VALUE_MASK),
GPAD_B = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_B & GPAD_VALUE_MASK),
GPAD_X = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_X & GPAD_VALUE_MASK),
GPAD_Y = GPAD_DIGITAL_MASK | (XINPUT_GAMEPAD_Y & GPAD_VALUE_MASK),
GPAD_L_TRIG = GPAD_ANALOG_MASK | (0 & GPAD_VALUE_MASK),
GPAD_R_TRIG = GPAD_ANALOG_MASK | (1 & GPAD_VALUE_MASK),
};
enum GamePadStick
{
GPAD_INVALID = 0x0,
GPAD_LX = GPAD_STICK_MASK | (0 & GPAD_VALUE_MASK),
GPAD_LY = GPAD_STICK_MASK | (1 & GPAD_VALUE_MASK),
GPAD_RX = GPAD_STICK_MASK | (2 & GPAD_VALUE_MASK),
GPAD_RY = GPAD_STICK_MASK | (3 & GPAD_VALUE_MASK),
};
enum GamePadButtonEvent
{
GPAD_BUTTON_RELEASED = 0x0,
GPAD_BUTTON_PRESSED = 0x1,
GPAD_BUTTON_UPDATE = 0x2,
};
enum GamepadPhysicalAxis
{
GPAD_PHYSAXIS_NONE = -1,
GPAD_PHYSAXIS_RSTICK_X = 0x0,
GPAD_PHYSAXIS_RSTICK_Y = 0x1,
GPAD_PHYSAXIS_LSTICK_X = 0x2,
GPAD_PHYSAXIS_LSTICK_Y = 0x3,
GPAD_PHYSAXIS_RTRIGGER = 0x4,
GPAD_PHYSAXIS_LTRIGGER = 0x5,
GPAD_PHYSAXIS_COUNT,
};
enum GamepadVirtualAxis
{
GPAD_VIRTAXIS_NONE = -1,
GPAD_VIRTAXIS_SIDE = 0x0,
GPAD_VIRTAXIS_FORWARD = 0x1,
GPAD_VIRTAXIS_UP = 0x2,
GPAD_VIRTAXIS_YAW = 0x3,
GPAD_VIRTAXIS_PITCH = 0x4,
GPAD_VIRTAXIS_ATTACK = 0x5,
GPAD_VIRTAXIS_COUNT
};
enum GamePadStickDir
{
GPAD_STICK_POS = 0x0,
GPAD_STICK_NEG = 0x1,
GPAD_STICK_DIR_COUNT
};
enum GamepadMapping
{
GPAD_MAP_NONE = -1,
GPAD_MAP_LINEAR = 0x0,
GPAD_MAP_SQUARED = 0x1,
GPAD_MAP_COUNT
};
struct ButtonToCodeMap_t
{
GamePadButton padButton;
int code;
};
struct StickToCodeMap_t
{
GamePadStick padStick;
int posCode;
int negCode;
};
struct GamepadVirtualAxisMapping
{
GamepadPhysicalAxis physicalAxis;
GamepadMapping mapType;
};
struct GpadAxesGlob
{
float axesValues[GPAD_PHYSAXIS_COUNT];
GamepadVirtualAxisMapping virtualAxes[GPAD_VIRTAXIS_COUNT];
};
enum weaponstate_t
{
WEAPON_READY = 0x0,
WEAPON_RAISING = 0x1,
WEAPON_RAISING_ALTSWITCH = 0x2,
WEAPON_DROPPING = 0x3,
WEAPON_DROPPING_QUICK = 0x4,
WEAPON_DROPPING_ALT = 0x5,
WEAPON_FIRING = 0x6,
WEAPON_RECHAMBERING = 0x7,
WEAPON_RELOADING = 0x8,
WEAPON_RELOADING_INTERUPT = 0x9,
WEAPON_RELOAD_START = 0xA,
WEAPON_RELOAD_START_INTERUPT = 0xB,
WEAPON_RELOAD_END = 0xC,
WEAPON_MELEE_INIT = 0xD,
WEAPON_MELEE_FIRE = 0xE,
WEAPON_MELEE_END = 0xF,
WEAPON_OFFHAND_INIT = 0x10,
WEAPON_OFFHAND_PREPARE = 0x11,
WEAPON_OFFHAND_HOLD = 0x12,
WEAPON_OFFHAND_FIRE = 0x13,
WEAPON_OFFHAND_DETONATE = 0x14,
WEAPON_OFFHAND_END = 0x15,
WEAPON_DETONATING = 0x16,
WEAPON_SPRINT_RAISE = 0x17,
WEAPON_SPRINT_LOOP = 0x18,
WEAPON_SPRINT_DROP = 0x19,
WEAPON_STUNNED_START = 0x1A,
WEAPON_STUNNED_LOOP = 0x1B,
WEAPON_STUNNED_END = 0x1C,
WEAPON_NIGHTVISION_WEAR = 0x1D,
WEAPON_NIGHTVISION_REMOVE = 0x1E,
WEAPONSTATES_NUM
};
struct AimAssistPlayerState
{
float velocity[3];
int eFlags;
int linkFlags;
int pm_flags;
int weapFlags;
int weaponState;
float fWeaponPosFrac;
int weapIndex;
bool hasAmmo;
bool isDualWielding;
bool isThirdPerson;
bool isExtendedMelee;
};
struct AimTweakables
{
float slowdownRegionWidth;
float slowdownRegionHeight;
float autoAimRegionWidth;
float autoAimRegionHeight;
float autoMeleeRegionWidth;
float autoMeleeRegionHeight;
float lockOnRegionWidth;
float lockOnRegionHeight;
};
constexpr auto AIM_TARGET_INVALID = 0x3FF;
struct AimScreenTarget
{
int entIndex;
float clipMins[2];
float clipMaxs[2];
float aimPos[3];
float velocity[3];
float distSqr;
float crosshairDistSqr;
};
enum AutoMeleeState
{
AIM_MELEE_STATE_OFF = 0x0,
AIM_MELEE_STATE_TARGETED = 0x1,
AIM_MELEE_STATE_UPDATING = 0x2,
};
#pragma warning(push)
#pragma warning(disable: 4324)
struct __declspec(align(16)) AimAssistGlobals
{
AimAssistPlayerState ps;
char _pad1[4];
float screenMtx[4][4];
float invScreenMtx[4][4];
bool initialized;
int prevButtons;
AimTweakables tweakables;
float eyeOrigin[3];
float viewOrigin[3];
float viewAngles[3];
float viewAxis[3][3];
float fovTurnRateScale;
float fovScaleInv;
float adsLerp;
float pitchDelta;
float yawDelta;
float screenWidth;
float screenHeight;
AimScreenTarget screenTargets[64];
int screenTargetCount;
int autoAimTargetEnt;
bool autoAimPressed;
bool autoAimActive;
float autoAimPitch;
float autoAimPitchTarget;
float autoAimYaw;
float autoAimYawTarget;
AutoMeleeState autoMeleeState;
int autoMeleeTargetEnt;
float autoMeleePitch;
float autoMeleePitchTarget;
float autoMeleeYaw;
float autoMeleeYawTarget;
int lockOnTargetEnt;
};
#pragma warning(pop)
#pragma endregion
#ifndef IDA