#include #include "Weapon.hpp" #include "GSC/Script.hpp" namespace Components { const Game::dvar_t* Weapon::BGWeaponOffHandFix; Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name) { if (auto* rawWeaponFile = Game::BG_LoadWeaponCompleteDefInternal("mp", name)) { return rawWeaponFile; } auto* zoneWeaponFile = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_WEAPON, name).weapon; return Game::DB_IsXAssetDefault(Game::ASSET_TYPE_WEAPON, name) ? nullptr : zoneWeaponFile; } void Weapon::SaveRegisteredWeapons() { *reinterpret_cast(0x1A86098) = 0; if (Game::BG_GetNumWeapons() > 1u) { for (unsigned int i = 1; i < Game::BG_GetNumWeapons(); ++i) { Game::SV_SetConfigstring(i + (i >= BASEGAME_WEAPON_LIMIT ? 2939 : 2804), Game::BG_GetWeaponName(i)); } } } void Weapon::PatchLimit() { Utils::Hook::Set(0x403783, WEAPON_LIMIT); Utils::Hook::Set(0x403E8C, WEAPON_LIMIT); Utils::Hook::Set(0x41BC34, WEAPON_LIMIT); Utils::Hook::Set(0x42EB42, WEAPON_LIMIT); Utils::Hook::Set(0x44FA7B, WEAPON_LIMIT); Utils::Hook::Set(0x474E0D, WEAPON_LIMIT); Utils::Hook::Set(0x48E8F2, WEAPON_LIMIT); Utils::Hook::Set(0x492647, WEAPON_LIMIT); Utils::Hook::Set(0x494585, WEAPON_LIMIT); Utils::Hook::Set(0x4945DB, WEAPON_LIMIT); Utils::Hook::Set(0x4B1F96, WEAPON_LIMIT); Utils::Hook::Set(0x4D4A99, WEAPON_LIMIT); Utils::Hook::Set(0x4DD566, WEAPON_LIMIT); Utils::Hook::Set(0x4E3683, WEAPON_LIMIT); // Configstring Utils::Hook::Set(0x58609F, WEAPON_LIMIT); Utils::Hook::Set(0x586CAE, WEAPON_LIMIT); Utils::Hook::Set(0x58F7BE, WEAPON_LIMIT); Utils::Hook::Set(0x58F7D9, WEAPON_LIMIT); Utils::Hook::Set(0x58F82D, WEAPON_LIMIT); Utils::Hook::Set(0x5D6C8B, WEAPON_LIMIT); Utils::Hook::Set(0x5D6CF7, WEAPON_LIMIT); Utils::Hook::Set(0x5E24D5, WEAPON_LIMIT); Utils::Hook::Set(0x5E2604, WEAPON_LIMIT); Utils::Hook::Set(0x5E2828, WEAPON_LIMIT); Utils::Hook::Set(0x5E2B4F, WEAPON_LIMIT); Utils::Hook::Set(0x5E366C, WEAPON_LIMIT); Utils::Hook::Set(0x5F2614, WEAPON_LIMIT); Utils::Hook::Set(0x5F7187, WEAPON_LIMIT); Utils::Hook::Set(0x5FECF9, WEAPON_LIMIT); Utils::Hook::Set(0x586CC3, -(WEAPON_LIMIT)); // Reference: https://courses.engr.illinois.edu/ece390/books/artofasm/CH09/CH09-6.html (See 9.5.2 Division Without DIV and IDIV) // And http://reverseengineering.stackexchange.com/questions/1397/how-can-i-reverse-optimized-integer-division-modulo-by-constant-operations // The game's magic number is computed using this formula: (1 / 1200) * (2 ^ (32 + 7) // I'm too lazy to generate the new magic number, so we can make use of the fact that using powers of 2 as scales allows to change the compensating shift static_assert(((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) * BASEGAME_WEAPON_LIMIT) == WEAPON_LIMIT && (WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) != 0 && !((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) & ((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!"); const unsigned char compensation = 7 + static_cast(log2(WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT)); // 7 is the compensation the game uses Utils::Hook::Set(0x49263D, compensation); Utils::Hook::Set(0x5E250C, compensation); Utils::Hook::Set(0x5E2B43, compensation); Utils::Hook::Set(0x5E352F, compensation); Utils::Hook::Set(0x5FECEF, compensation); static int bg_weaponCompleteDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35E1, sizeof(bg_weaponCompleteDefs)); Utils::Hook::Set(0x44CE07, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C671, bg_weaponCompleteDefs); Utils::Hook::Set(0x45C6A4, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B35E8, bg_weaponCompleteDefs); Utils::Hook::Set(0x4B3643, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE903, bg_weaponCompleteDefs); Utils::Hook::Set(0x4CE927, bg_weaponCompleteDefs); Utils::Hook::Set(0x4E6EC7, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B69A, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B910, bg_weaponCompleteDefs); Utils::Hook::Set(0x57B925, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA22, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA51, bg_weaponCompleteDefs); Utils::Hook::Set(0x57BA78, bg_weaponCompleteDefs); static int bg_weaponDefs[WEAPON_LIMIT]; Utils::Hook::Set(0x4B35F2, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x42F697, bg_weaponDefs); Utils::Hook::Set(0x440EB7, bg_weaponDefs); Utils::Hook::Set(0x45C67D, bg_weaponDefs); Utils::Hook::Set(0x45C685, bg_weaponDefs); Utils::Hook::Set(0x45C6B0, bg_weaponDefs); Utils::Hook::Set(0x4B35F9, bg_weaponDefs); Utils::Hook::Set(0x4B364B, bg_weaponDefs); Utils::Hook::Set(0x57B693, bg_weaponDefs); Utils::Hook::Set(0x57B75D, bg_weaponDefs); Utils::Hook::Set(0x57B809, bg_weaponDefs); Utils::Hook::Set(0x57B8D3, bg_weaponDefs); Utils::Hook::Set(0x57B96D, bg_weaponDefs); Utils::Hook::Set(0x57BA32, bg_weaponDefs); static int bg_weapClips[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3603, sizeof(bg_weapClips)); Utils::Hook::Set(0x4B360A, bg_weapClips); Utils::Hook::Set(0x4B3666, bg_weapClips); Utils::Hook::Set(0x57B993, bg_weapClips); Utils::Hook::Set(0x57B9E1, bg_weapClips); Utils::Hook::Set(0x57B9EA, bg_weapClips); static int bg_sharedAmmoCaps[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3614, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x414D27, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B361B, bg_sharedAmmoCaps); Utils::Hook::Set(0x4B365B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B83B, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B870, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B87D, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B89C, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B8E0, bg_sharedAmmoCaps); Utils::Hook::Set(0x57B901, bg_sharedAmmoCaps); static int bg_weapAmmoTypes[WEAPON_LIMIT]; Utils::Hook::Set(0x4B3625, sizeof(bg_weapAmmoTypes)); Utils::Hook::Set(0x4B362C, bg_weapAmmoTypes); Utils::Hook::Set(0x4B3650, bg_weapAmmoTypes); Utils::Hook::Set(0x57B783, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7D1, bg_weapAmmoTypes); Utils::Hook::Set(0x57B7DA, bg_weapAmmoTypes); static int weaponStrings[WEAPON_LIMIT * 2]; // string + hash Utils::Hook::Set(0x504E01, sizeof(weaponStrings)); Utils::Hook::Set(0x4C77DC, sizeof(weaponStrings)); Utils::Hook::Set(0x4B72DC, weaponStrings); Utils::Hook::Set(0x4C77E2, weaponStrings); Utils::Hook::Set(0x504E08, weaponStrings); Utils::Hook::Set(0x795584, weaponStrings); Utils::Hook::Set(0x7955FC, weaponStrings); Utils::Hook::Set(0x4B72E8, &weaponStrings[1]); static char cg_weaponsArray[32 * WEAPON_LIMIT]; Utils::Hook::Set(0x4E3300, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4E3305, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4F1927, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4F192C, sizeof(cg_weaponsArray)); Utils::Hook::Set(0x4172D8, cg_weaponsArray); Utils::Hook::Set(0x45C96F, cg_weaponsArray); Utils::Hook::Set(0x45C9C7, cg_weaponsArray); Utils::Hook::Set(0x47F417, cg_weaponsArray); Utils::Hook::Set(0x4BA571, cg_weaponsArray); Utils::Hook::Set(0x4E330B, cg_weaponsArray); Utils::Hook::Set(0x4EF56C, cg_weaponsArray); Utils::Hook::Set(0x4F1934, cg_weaponsArray); Utils::Hook::Set(0x58B879, cg_weaponsArray); Utils::Hook::Set(0x58B98A, cg_weaponsArray); Utils::Hook::Set(0x58CCF7, cg_weaponsArray); Utils::Hook::Set(0x59BF05, cg_weaponsArray); Utils::Hook::Set(0x59C39B, cg_weaponsArray); Utils::Hook::Set(0x446D30, &cg_weaponsArray[8]); Utils::Hook::Set(0x59BD68, &cg_weaponsArray[13]); Utils::Hook::Set(0x58D0AE, &cg_weaponsArray[20]); static int cg_weaponsStaticArray[3 * WEAPON_LIMIT]; Utils::Hook::Set(0x4E3322, sizeof(cg_weaponsStaticArray)); Utils::Hook::Set(0x4F1912, sizeof(cg_weaponsStaticArray)); Utils::Hook::Set(0x4548DE, cg_weaponsStaticArray); Utils::Hook::Set(0x4E3328, cg_weaponsStaticArray); Utils::Hook::Set(0x4EF57A, cg_weaponsStaticArray); Utils::Hook::Set(0x4F1919, cg_weaponsStaticArray); Utils::Hook::Set(0x59C095, cg_weaponsStaticArray); Utils::Hook::Set(0x59C09D, cg_weaponsStaticArray); static int unknownMaterialArray[WEAPON_LIMIT + 4]; Utils::Hook::Set(0x58D003, unknownMaterialArray); Utils::Hook::Set(0x58969A, &unknownMaterialArray[3]); Utils::Hook::Set(0x4EF619, &unknownMaterialArray[4]); Utils::Hook::Set(0x5896AB, &unknownMaterialArray[4]); // Has to do with fx, but somehow lies within the material array //Utils::Hook::Set(0x402069, &unknownMaterialArray[32]); //Utils::Hook::Set(0x4E05D9, &unknownMaterialArray[32]); // Patch bg_weaponDefs on the stack Utils::Hook::Set(0x40C31D, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C32F, sizeof(bg_weaponDefs)); Utils::Hook::Set(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); // Move second buffer pointers Utils::Hook::Set(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4))); // Move arg0 pointers Utils::Hook::Set(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); Utils::Hook::Set(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); // Move arg4 pointers Utils::Hook::Set(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2))); // Patch bg_sharedAmmoCaps on the stack Utils::Hook::Set(0x4F76E6, sizeof(bg_sharedAmmoCaps)); Utils::Hook::Set(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); // Move arg0 pointers Utils::Hook::Set(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); Utils::Hook::Set(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); // Move arg4 pointers Utils::Hook::Set(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4))); } void* Weapon::LoadNoneWeaponHook() { // load anim scripts now, rather than a bit later on Utils::Hook::Call(0x4E46A0)(); return Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_WEAPON, "none").data; } void __declspec(naked) Weapon::LoadNoneWeaponHookStub() { __asm { jmp LoadNoneWeaponHook } } void __declspec(naked) Weapon::CG_UpdatePrimaryForAltModeWeapon_Stub() { __asm { mov eax, 0x440EB0 // BG_GetWeaponDef call eax add esp, 0x4 test eax, eax jz null // Game code push 0x59E349 retn null: mov al, 1 ret } } void __declspec(naked) Weapon::CG_SelectWeaponIndex_Stub() { __asm { mov eax, 0x440EB0 // BG_GetWeaponDef call eax add esp, 0x4 test eax, eax jz null // Game code push 0x48BB2D ret null: push 0x48BB1F // Exit function ret } } void __declspec(naked) Weapon::WeaponEntCanBeGrabbed_Stub() { using namespace Game; __asm { cmp dword ptr [esp + 0x8], 0x0 jz touched push 0x56E82C ret touched: test dword ptr [edi + 0x2BC], PWF_DISABLE_WEAPON_PICKUP jnz exit_func // Game code test eax, eax jz continue_func exit_func: xor eax, eax ret continue_func: push 0x56E84C ret } } __declspec(naked) void Weapon::JavelinResetHook_Stub() { static DWORD PM_Weapon_OffHandEnd_t = 0x577A10; __asm { call PM_Weapon_OffHandEnd_t push eax mov eax, BGWeaponOffHandFix cmp byte ptr [eax + 0x10], 1 pop eax jne safeReturn mov dword ptr [esi + 0x34], 0 // playerState_s.grenadeTimeLeft safeReturn: pop edi pop esi pop ebx ret } } void Weapon::PlayerCmd_InitialWeaponRaise(const Game::scr_entref_t entref) { auto* ent = GSC::Script::Scr_GetPlayerEntity(entref); const auto* weapon = Game::Scr_GetString(0); const auto index = Game::G_GetWeaponIndexForName(weapon); auto* ps = &ent->client->ps; if (!Game::BG_IsWeaponValid(ps, index)) { Game::Scr_Error(Utils::String::VA("invalid InitialWeaponRaise: %s", weapon)); return; } assert(ps); if (!index) { return; } auto* equippedWeapon = Game::BG_GetEquippedWeaponState(ps, index); if (!equippedWeapon) { return; } equippedWeapon->usedBefore = false; Game::Player_SwitchToWeapon(ent); } void Weapon::PlayerCmd_FreezeControlsAllowLook(const Game::scr_entref_t entref) { const auto* ent = GSC::Script::Scr_GetPlayerEntity(entref); if (Game::Scr_GetInt(0)) { ent->client->ps.weapCommon.weapFlags |= Game::PWF_DISABLE_WEAPONS; ent->client->flags |= Game::CF_BIT_DISABLE_USABILITY; } else { ent->client->ps.weapCommon.weapFlags &= ~Game::PWF_DISABLE_WEAPONS; ent->client->flags &= ~Game::CF_BIT_DISABLE_USABILITY; } } void Weapon::AddScriptMethods() { GSC::Script::AddMethod("DisableWeaponPickup", [](const Game::scr_entref_t entref) { const auto* ent = GSC::Script::Scr_GetPlayerEntity(entref); ent->client->ps.weapCommon.weapFlags |= Game::PWF_DISABLE_WEAPON_PICKUP; }); GSC::Script::AddMethod("EnableWeaponPickup", [](const Game::scr_entref_t entref) { const auto* ent = GSC::Script::Scr_GetPlayerEntity(entref); ent->client->ps.weapCommon.weapFlags &= ~Game::PWF_DISABLE_WEAPON_PICKUP; }); // PlayerCmd_AreControlsFrozen GSC function from Black Ops 2 GSC::Script::AddMethod("AreControlsFrozen", [](Game::scr_entref_t entref) // Usage: self AreControlsFrozen(); { const auto* ent = GSC::Script::Scr_GetPlayerEntity(entref); Game::Scr_AddBool((ent->client->flags & Game::CF_BIT_FROZEN) != 0); }); GSC::Script::AddMethod("InitialWeaponRaise", PlayerCmd_InitialWeaponRaise); GSC::Script::AddMethod("FreezeControlsAllowLook", PlayerCmd_FreezeControlsAllowLook); } Weapon::Weapon() { PatchLimit(); // BG_LoadWEaponCompleteDef_FastFile Utils::Hook(0x57B650, LoadWeaponCompleteDef, HOOK_JUMP).install()->quick(); // Disable warning if raw weapon file cannot be found Utils::Hook::Nop(0x57AF60, 5); // weapon asset existence check Utils::Hook::Nop(0x408228, 5); // find asset header Utils::Hook::Nop(0x408230, 5); // is asset default Utils::Hook::Nop(0x40823A, 2); // jump // Automatically register weapons, even if the level is not loading Utils::Hook::Nop(0x49E547, 2); Utils::Hook::Set(0x44F240, 0xEB); // Skip double loading for fs_game Utils::Hook::Set(0x4081FD, 0xEB); // Weapon swap fix Utils::Hook::Nop(0x4B3670, 5); Utils::Hook(0x57B4F0, LoadNoneWeaponHookStub, HOOK_JUMP).install()->quick(); // Clear weapons independently from fs_game Utils::Hook::Nop(0x452C1D, 2); Utils::Hook::Nop(0x452C24, 5); Utils::Hook(0x59E341, CG_UpdatePrimaryForAltModeWeapon_Stub, HOOK_JUMP).install()->quick(); Utils::Hook(0x48BB25, CG_SelectWeaponIndex_Stub, HOOK_JUMP).install()->quick(); AssertOffset(Game::playerState_s, Game::playerState_s::weapCommon.weapFlags, 0x2BC); Utils::Hook(0x56E825, WeaponEntCanBeGrabbed_Stub, HOOK_JUMP).install()->quick(); // Javelin fix (PM_Weapon_OffHandEnd) AssertOffset(Game::playerState_s, grenadeTimeLeft, 0x34); BGWeaponOffHandFix = Game::Dvar_RegisterBool("bg_weaponOffHandFix", true, Game::DVAR_CODINFO, "Reset grenadeTimeLeft after using off hand weapon"); Utils::Hook(0x578F52, JavelinResetHook_Stub, HOOK_JUMP).install()->quick(); AddScriptMethods(); } }