[PlayerMovement]: Re-write stubs (#586)

This commit is contained in:
Edo 2022-11-23 21:19:47 +00:00 committed by GitHub
parent d87e52737e
commit dc7f6a9f6a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 307 additions and 330 deletions

View File

@ -96,7 +96,7 @@ namespace Components
Loader::Register(new Gamepad());
Loader::Register(new Chat());
Loader::Register(new TextRenderer());
Loader::Register(new Movement());
Loader::Register(new PlayerMovement());
Loader::Register(new Elevators());
Loader::Register(new ClientCommand());
Loader::Register(new VisionFile());

View File

@ -126,7 +126,7 @@ namespace Components
#include "Modules/SoundMutexFix.hpp"
#include "Modules/Chat.hpp"
#include "Modules/TextRenderer.hpp"
#include "Modules/Movement.hpp"
#include "Modules/PlayerMovement.hpp"
#include "Modules/Elevators.hpp"
#include "Modules/ClientCommand.hpp"
#include "Modules/VisionFile.hpp"

View File

@ -1,302 +0,0 @@
#include <STDInclude.hpp>
namespace Components
{
Dvar::Var Movement::PlayerSpectateSpeedScale;
Dvar::Var Movement::CGUfoScaler;
Dvar::Var Movement::CGNoclipScaler;
Dvar::Var Movement::BGBouncesAllAngles;
Dvar::Var Movement::BGRocketJump;
Dvar::Var Movement::BGRocketJumpScale;
Dvar::Var Movement::BGPlayerEjection;
Dvar::Var Movement::BGPlayerCollision;
Game::dvar_t* Movement::BGBounces;
Game::dvar_t* Movement::PlayerDuckedSpeedScale;
Game::dvar_t* Movement::PlayerProneSpeedScale;
__declspec(naked) void Movement::PM_PlayerDuckedSpeedScaleStub()
{
__asm
{
push eax
mov eax, Movement::PlayerDuckedSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
__declspec(naked) void Movement::PM_PlayerProneSpeedScaleStub()
{
__asm
{
push eax
mov eax, Movement::PlayerProneSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
float Movement::PM_MoveScale(Game::playerState_s* ps, float fmove,
float rmove, float umove)
{
assert(ps != nullptr);
auto max = std::fabsf(fmove) < std::fabsf(rmove)
? std::fabsf(rmove) : std::fabsf(fmove);
if (std::fabsf(umove) > max)
{
max = std::fabsf(umove);
}
if (max == 0.0f)
{
return 0.0f;
}
auto total = std::sqrtf(fmove * fmove
+ rmove * rmove + umove * umove);
auto scale = (static_cast<float>(ps->speed) * max) / (127.0f * total);
if (ps->pm_flags & Game::PMF_WALKING || ps->leanf != 0.0f)
{
scale *= 0.4f;
}
switch (ps->pm_type)
{
case Game::pmtype_t::PM_NOCLIP:
scale *= Movement::CGNoclipScaler.get<float>();
break;
case Game::pmtype_t::PM_UFO:
scale *= Movement::CGUfoScaler.get<float>();
break;
case Game::pmtype_t::PM_SPECTATOR:
scale *= Movement::PlayerSpectateSpeedScale.get<float>();
break;
default:
break;
}
return scale;
}
__declspec(naked) void Movement::PM_MoveScaleStub()
{
__asm
{
pushad
push [esp + 0xC + 0x20] // umove
push [esp + 0xC + 0x20] // rmove
push [esp + 0xC + 0x20] // fmove
push esi // ps
call Movement::PM_MoveScale
add esp, 0x10
popad
ret
}
}
__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 game 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_ClearState_Hk(Game::playerState_s* ps)
{
if (Movement::BGBounces->current.integer != Movement::DOUBLE)
{
Game::Jump_ClearState(ps);
}
}
Game::gentity_s* Movement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool magicBullet)
{
auto* result = Game::Weapon_RocketLauncher_Fire(ent, weaponIndex, spread, wp, gunVel, lockParms, magicBullet);
if (ent->client != nullptr && BGRocketJump.get<bool>() &&
wp->weapDef->inventoryType != Game::WEAPINVENTORY_EXCLUSIVE)
{
const auto scale = Movement::BGRocketJumpScale.get<float>();
ent->client->ps.velocity[0] += (0.0f - wp->forward[0]) * scale;
ent->client->ps.velocity[1] += (0.0f - wp->forward[1]) * scale;
ent->client->ps.velocity[2] += (0.0f - wp->forward[2]) * scale;
}
return result;
}
int Movement::StuckInClient_Hk(Game::gentity_s* self)
{
if (Movement::BGPlayerEjection.get<bool>())
{
return Utils::Hook::Call<int(Game::gentity_s*)>(0x402D30)(self); // StuckInClient
}
return 0;
}
void Movement::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)
{
if (Movement::BGPlayerCollision.get<bool>())
{
Utils::Hook::Call<void(Game::trace_t*, const float*, const float*,
const Game::Bounds*, const Game::Bounds*, int, const float*, const float*)>
(0x478300)
(results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace
}
}
Game::dvar_t* Movement::Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value,
float min, float max, unsigned __int16 /*flags*/, const char* description)
{
Movement::PlayerSpectateSpeedScale = Dvar::Register<float>(dvarName, value,
min, max, Game::DVAR_CHEAT | Game::DVAR_CODINFO, description);
return Movement::PlayerSpectateSpeedScale.get<Game::dvar_t*>();
}
void Movement::RegisterMovementDvars()
{
Movement::PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when ducking");
Movement::PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when crawling");
// 3arc naming convention
Movement::CGUfoScaler = Dvar::Register<float>("cg_ufo_scaler",
6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which ufo camera moves");
Movement::CGNoclipScaler = Dvar::Register<float>("cg_noclip_scaler",
3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which noclip camera moves");
Movement::BGBouncesAllAngles = Dvar::Register<bool>("bg_bouncesAllAngles",
false, Game::DVAR_CODINFO, "Force bounce from all angles");
Movement::BGRocketJump = Dvar::Register<bool>("bg_rocketJump",
false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
Movement::BGRocketJumpScale = Dvar::Register<float>("bg_rocketJumpScale",
64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO,
"The scale applied to the pushback force of a rocket");
Movement::BGPlayerEjection = Dvar::Register<bool>("bg_playerEjection",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
Movement::BGPlayerCollision = Dvar::Register<bool>("bg_playerCollision",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
}
Movement::Movement()
{
Scheduler::Once([]
{
static const char* bg_bouncesValues[] =
{
"disabled",
"enabled",
"double",
nullptr
};
Movement::BGBounces = Game::Dvar_RegisterEnum("bg_bounces",
bg_bouncesValues, Movement::DISABLED, Game::DVAR_CODINFO, "Bounce glitch settings");
}, Scheduler::Pipeline::MAIN);
// Hook Dvar_RegisterFloat. Only thing that's changed is that the 0x80 flag is not used.
Utils::Hook(0x448990, Movement::Dvar_RegisterSpectateSpeedScale, HOOK_CALL).install()->quick();
// PM_CmdScaleForStance
Utils::Hook(0x572D9B, Movement::PM_PlayerDuckedSpeedScaleStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x572DA5, Movement::PM_PlayerProneSpeedScaleStub, HOOK_JUMP).install()->quick();
// 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_ClearState_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x4B1B97, Movement::PM_ProjectVelocityStub, HOOK_CALL).install()->quick();
// Rocket jump
Utils::Hook(0x4A4F9B, Movement::Weapon_RocketLauncher_Fire_Hk, HOOK_CALL).install()->quick(); // FireWeapon
// Hook StuckInClient & CM_TransformedCapsuleTrace
// so we can prevent intersecting players from being pushed away from each other
Utils::Hook(0x5D8153, Movement::StuckInClient_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x45A5BF, Movement::CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
Utils::Hook(0x5A0CAD, Movement::CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
Movement::RegisterMovementDvars();
}
}

View File

@ -0,0 +1,278 @@
#include <STDInclude.hpp>
namespace Components
{
Dvar::Var PlayerMovement::BGRocketJump;
Dvar::Var PlayerMovement::BGRocketJumpScale;
Dvar::Var PlayerMovement::BGPlayerEjection;
Dvar::Var PlayerMovement::BGPlayerCollision;
const Game::dvar_t* PlayerMovement::CGNoclipScaler;
const Game::dvar_t* PlayerMovement::CGUfoScaler;
const Game::dvar_t* PlayerMovement::PlayerSpectateSpeedScale;
const Game::dvar_t* PlayerMovement::BGBounces;
const Game::dvar_t* PlayerMovement::BGBouncesAllAngles;
const Game::dvar_t* PlayerMovement::PlayerDuckedSpeedScale;
const Game::dvar_t* PlayerMovement::PlayerProneSpeedScale;
__declspec(naked) void PlayerMovement::PM_PlayerDuckedSpeedScaleStub()
{
__asm
{
push eax
mov eax, PlayerDuckedSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
__declspec(naked) void PlayerMovement::PM_PlayerProneSpeedScaleStub()
{
__asm
{
push eax
mov eax, PlayerProneSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
pop eax
// Game's code
pop ecx
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Noclip()
{
__asm
{
mov eax, CGNoclipScaler
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F43A
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Ufo()
{
__asm
{
mov eax, CGUfoScaler
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F44D
ret
}
}
__declspec(naked) void PlayerMovement::PM_MoveScale_Spectate()
{
__asm
{
mov eax, PlayerSpectateSpeedScale
fld dword ptr [eax + 0x10] // dvar_t.current.value
fmul dword ptr [esp + 0xC]
fstp dword ptr [esp + 0xC]
push 0x56F462
ret
}
}
__declspec(naked) void PlayerMovement::PM_StepSlideMoveStub()
{
__asm
{
// Check the value of BGBounces
push ecx
push eax
mov eax, 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 game code
cmp dword ptr [esp + 0x24], 0
push 0x4B1B48
retn
}
}
// Double bounces
void PlayerMovement::Jump_ClearState_Hk(Game::playerState_s* ps)
{
if (BGBounces->current.integer != DOUBLE)
{
Game::Jump_ClearState(ps);
}
}
__declspec(naked) void PlayerMovement::PM_ProjectVelocityStub()
{
__asm
{
push eax
mov eax, BGBouncesAllAngles
cmp byte ptr [eax + 0x10], 1
pop eax
je bounce
fstp ST(0)
pop esi
add esp, 0x10
ret
bounce:
push 0x417B6F
ret
}
}
Game::gentity_s* PlayerMovement::Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex,
float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool magicBullet)
{
auto* result = Game::Weapon_RocketLauncher_Fire(ent, weaponIndex, spread, wp, gunVel, lockParms, magicBullet);
if (ent->client != nullptr && BGRocketJump.get<bool>() &&
wp->weapDef->inventoryType != Game::WEAPINVENTORY_EXCLUSIVE)
{
const auto scale = BGRocketJumpScale.get<float>();
ent->client->ps.velocity[0] += (0.0f - wp->forward[0]) * scale;
ent->client->ps.velocity[1] += (0.0f - wp->forward[1]) * scale;
ent->client->ps.velocity[2] += (0.0f - wp->forward[2]) * scale;
}
return result;
}
int PlayerMovement::StuckInClient_Hk(Game::gentity_s* self)
{
if (BGPlayerEjection.get<bool>())
{
return Utils::Hook::Call<int(Game::gentity_s*)>(0x402D30)(self); // StuckInClient
}
return 0;
}
void PlayerMovement::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)
{
if (BGPlayerCollision.get<bool>())
{
Utils::Hook::Call<void(Game::trace_t*, const float*, const float*,
const Game::Bounds*, const Game::Bounds*, int, const float*, const float*)>
(0x478300)
(results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace
}
}
const Game::dvar_t* PlayerMovement::Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value,
float min, float max, unsigned __int16 /*flags*/, const char* description)
{
PlayerSpectateSpeedScale = Game::Dvar_RegisterFloat(dvarName, value,
min, max, Game::DVAR_CHEAT | Game::DVAR_CODINFO, description);
return PlayerSpectateSpeedScale;
}
void PlayerMovement::RegisterMovementDvars()
{
PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when ducking");
PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The scale applied to the player speed when crawling");
// 3arc naming convention
CGUfoScaler = Game::Dvar_RegisterFloat("cg_ufo_scaler",
6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which ufo camera moves");
CGNoclipScaler = Game::Dvar_RegisterFloat("cg_noclip_scaler",
3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT | Game::DVAR_CODINFO,
"The speed at which noclip camera moves");
BGBouncesAllAngles = Game::Dvar_RegisterBool("bg_bouncesAllAngles",
false, Game::DVAR_CODINFO, "Force bounce from all angles");
BGRocketJump = Dvar::Register<bool>("bg_rocketJump",
false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
BGRocketJumpScale = Dvar::Register<float>("bg_rocketJumpScale",
64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO,
"The scale applied to the pushback force of a rocket");
BGPlayerEjection = Dvar::Register<bool>("bg_playerEjection",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
BGPlayerCollision = Dvar::Register<bool>("bg_playerCollision",
true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
}
PlayerMovement::PlayerMovement()
{
Scheduler::Once([]
{
static const char* bg_bouncesValues[] =
{
"disabled",
"enabled",
"double",
nullptr
};
BGBounces = Game::Dvar_RegisterEnum("bg_bounces",
bg_bouncesValues, DISABLED, Game::DVAR_CODINFO, "Bounce glitch settings");
}, Scheduler::Pipeline::MAIN);
// Hook Dvar_RegisterFloat. Only thing that's changed is that the 0x80 flag is not used.
Utils::Hook(0x448990, Dvar_RegisterSpectateSpeedScale, HOOK_CALL).install()->quick();
// PM_CmdScaleForStance
Utils::Hook(0x572D9B, PM_PlayerDuckedSpeedScaleStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x572DA5, PM_PlayerProneSpeedScaleStub, HOOK_JUMP).install()->quick();
// Hook PM_MoveScale so we can add custom speed scale for Ufo and Noclip
Utils::Hook(0x56F42C, PM_MoveScale_Noclip, HOOK_JUMP).install()->quick();
Utils::Hook(0x56F43F, PM_MoveScale_Ufo, HOOK_JUMP).install()->quick();
Utils::Hook(0x56F452, PM_MoveScale_Spectate, HOOK_JUMP).install()->quick();
// Bounce logic
Utils::Hook(0x4B1B2D, PM_StepSlideMoveStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x57383E, Jump_ClearState_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x417B66, PM_ProjectVelocityStub, HOOK_JUMP).install()->quick();
// Rocket jump
Utils::Hook(0x4A4F9B, Weapon_RocketLauncher_Fire_Hk, HOOK_CALL).install()->quick(); // FireWeapon
// Hook StuckInClient & CM_TransformedCapsuleTrace
// so we can prevent intersecting players from being pushed away from each other
Utils::Hook(0x5D8153, StuckInClient_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x45A5BF, CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
Utils::Hook(0x5A0CAD, CM_TransformedCapsuleTrace_Hk, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
RegisterMovementDvars();
}
}

View File

@ -2,36 +2,37 @@
namespace Components
{
class Movement : public Component
class PlayerMovement : public Component
{
public:
Movement();
PlayerMovement();
private:
enum BouncesSettings { DISABLED, ENABLED, DOUBLE };
static Dvar::Var PlayerSpectateSpeedScale;
static Dvar::Var CGUfoScaler;
static Dvar::Var CGNoclipScaler;
static Dvar::Var BGBouncesAllAngles;
static Dvar::Var BGRocketJump;
static Dvar::Var BGRocketJumpScale;
static Dvar::Var BGPlayerEjection;
static Dvar::Var BGPlayerCollision;
// Can't use Var class inside assembly stubs
static Game::dvar_t* BGBounces;
static Game::dvar_t* PlayerDuckedSpeedScale;
static Game::dvar_t* PlayerProneSpeedScale;
static const Game::dvar_t* CGNoclipScaler;
static const Game::dvar_t* CGUfoScaler;
static const Game::dvar_t* PlayerSpectateSpeedScale;
static const Game::dvar_t* BGBounces;
static const Game::dvar_t* BGBouncesAllAngles;
static const Game::dvar_t* PlayerDuckedSpeedScale;
static const Game::dvar_t* PlayerProneSpeedScale;
static void PM_PlayerDuckedSpeedScaleStub();
static void PM_PlayerProneSpeedScaleStub();
static float PM_MoveScale(Game::playerState_s* ps, float fmove, float rmove, float umove);
static void PM_MoveScaleStub();
static void PM_MoveScale_Noclip();
static void PM_MoveScale_Ufo();
static void PM_MoveScale_Spectate();
// Bounce logic
static void PM_StepSlideMoveStub();
static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut);
static void PM_ProjectVelocityStub();
static void Jump_ClearState_Hk(Game::playerState_s* ps);
static Game::gentity_s* Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex, float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7);
@ -40,7 +41,7 @@ namespace Components
static int StuckInClient_Hk(Game::gentity_s* self);
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);
static Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value, float min, float max, unsigned __int16 flags, const char* description);
static const Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value, float min, float max, unsigned __int16 flags, const char* description);
static void RegisterMovementDvars();
};

View File

@ -6681,9 +6681,9 @@ namespace Game
typedef struct punctuation_s
{
char *p; //punctuation character(s)
int n; //punctuation indication
struct punctuation_s *next; //next punctuation
char* p; //punctuation character(s)
int n; //punctuation indication
punctuation_s* next; //next punctuation
} punctuation_t;
#define MAX_TOKEN 1024
@ -6691,16 +6691,16 @@ namespace Game
typedef struct token_s
{
char string[MAX_TOKEN]; //available token
int type; //last read token type
int subtype; //last read token sub type
unsigned long int intvalue; //integer value
long double floatvalue; //floating point value
char *whitespace_p; //start of white space before token
char *endwhitespace_p; //start of white space before token
int line; //line the token was on
int linescrossed; //lines crossed in white space
struct token_s *next; //next token in chain
char string[MAX_TOKEN]; //available token
int type; //last read token type
int subtype; //last read token sub type
unsigned long int intvalue; //integer value
long double floatvalue; //floating point value
char* whitespace_p; //start of white space before token
char* endwhitespace_p; //start of white space before token
int line; //line the token was on
int linescrossed; //lines crossed in white space
token_s* next; //next token in chain
} token_t;
typedef struct script_s