#include namespace Components { Dvar::Var Elevators::BG_Elevators; int Elevators::PM_CorrectAllSolid(Game::pmove_s* pm, Game::pml_t* pml, Game::trace_t* trace) { assert(pm != nullptr); assert(pm->ps != nullptr); Game::vec3_t point; auto* ps = pm->ps; auto i = 0; const auto elevatorSetting = Elevators::BG_Elevators.get(); while (true) { point[0] = ps->origin[0] + (*Game::CorrectSolidDeltas)[i][0]; point[1] = ps->origin[1] + (*Game::CorrectSolidDeltas)[i][1]; point[2] = ps->origin[2] + (*Game::CorrectSolidDeltas)[i][2]; Game::PM_playerTrace(pm, trace, point, point, &pm->bounds, ps->clientNum, pm->tracemask); // If the player wishes to glitch without effort they can do so if (!trace->startsolid || elevatorSetting == Elevators::EASY) { ps->origin[0] = point[0]; ps->origin[1] = point[1]; ps->origin[2] = point[2]; point[2] = (ps->origin[2] - 1.0f) - 0.25f; Game::PM_playerTrace(pm, trace, ps->origin, point, &pm->bounds, ps->clientNum, pm->tracemask); // If elevators are disabled we need to check that startsolid is false before proceeding // like later versions of the game do if (!trace->startsolid || elevatorSetting >= Elevators::ENABLED) { break; } } ++i; if (i >= 26) // CorrectSolidDeltas count { ps->groundEntityNum = Game::ENTITYNUM_NONE; pml->groundPlane = 0; pml->almostGroundPlane = 0; pml->walking = 0; Game::Jump_ClearState(ps); return 0; } } pml->groundTrace = *trace; const auto fraction = trace->fraction; ps->origin[0] += fraction * (point[0] - ps->origin[0]); ps->origin[1] += fraction * (point[1] - ps->origin[1]); ps->origin[2] += fraction * (point[2] - ps->origin[2]); return 1; } void Elevators::PM_Trace_Hk(Game::pmove_s* pm, Game::trace_t* results, const float* start, const float* end, const Game::Bounds* bounds, int passEntityNum, int contentMask) { Game::PM_Trace(pm, results, start, end, bounds, passEntityNum, contentMask); // Allow the player to stand even when there is no headroom if (Elevators::BG_Elevators.get() == Elevators::EASY) { results->allsolid = false; } } __declspec(naked) void Elevators::PM_CorrectAllSolidStub() { __asm { push eax pushad push [esp + 0x8 + 0x24] push [esp + 0x8 + 0x24] push eax call Elevators::PM_CorrectAllSolid add esp, 0xC mov [esp + 0x20], eax popad pop eax ret } } Elevators::Elevators() { Dvar::OnInit([] { static const char* values[] = { "off", "normal", "easy", nullptr }; Elevators::BG_Elevators = Game::Dvar_RegisterEnum("bg_elevators", values, Elevators::ENABLED, Game::DVAR_CODINFO, "Elevators glitch settings"); }); Utils::Hook(0x57369E, Elevators::PM_CorrectAllSolidStub, HOOK_CALL).install()->quick(); // PM_GroundTrace // Place hooks in PM_CheckDuck. If the elevators dvar is set to easy the // flags for duck/prone will always be removed from the player state Utils::Hook(0x570EC5, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick(); Utils::Hook(0x570E0B, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick(); Utils::Hook(0x570D70, Elevators::PM_Trace_Hk, HOOK_CALL).install()->quick(); } }