319 lines
8.3 KiB
C++
319 lines
8.3 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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XINPUT_STATE XInput::xiStates[XUSER_MAX_COUNT];
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XINPUT_STATE XInput::lastxiState = { 0 };
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int XInput::xiPlayerNum = -1;
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void XInput::PollXInputDevices()
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{
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XInput::xiPlayerNum = -1;
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for (int i = XUSER_MAX_COUNT - 1; i >= 0; i--)
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{
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if (XInputGetState(i, &xiStates[i]) == ERROR_SUCCESS)
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XInput::xiPlayerNum = i;
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}
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}
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__declspec(naked) void XInput::CL_FrameStub()
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{
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__asm
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{
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// poll the xinput devices on every client frame
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call XInput::PollXInputDevices
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// execute the code we patched over
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sub esp, 0Ch
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push ebx
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push ebp
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push esi
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// return back to original code
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push 0x486976
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retn
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}
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}
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void XInput::CL_GamepadMove(int, Game::usercmd_s* cmd)
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{
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if (XInput::xiPlayerNum != -1)
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{
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XINPUT_STATE* xiState = &xiStates[xiPlayerNum];
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cmd->rightmove = static_cast<BYTE>(xiState->Gamepad.sThumbLX / 256);
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cmd->forwardmove = static_cast<BYTE>(xiState->Gamepad.sThumbLY / 256);
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Game::cl_angles[0] -= (xiState->Gamepad.sThumbRY / 32767.0f);
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Game::cl_angles[1] -= (xiState->Gamepad.sThumbRX / 32767.0f);
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bool pressingLeftTrigger = xiState->Gamepad.bLeftTrigger / 255.f > 0.5;
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if (pressingLeftTrigger != XInput::lastxiState.Gamepad.bLeftTrigger / 255.f > 0.5)
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{
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if (pressingLeftTrigger)
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Command::Execute("+speed");
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else
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Command::Execute("-speed");
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}
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bool pressingRightTrigger = xiState->Gamepad.bRightTrigger / 255.f > 0.5;
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if (pressingRightTrigger != XInput::lastxiState.Gamepad.bRightTrigger / 255.f > 0.5)
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{
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if (pressingRightTrigger)
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Command::Execute("+attack");
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else
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Command::Execute("-attack");
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}
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bool pressingWeapChange = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0;
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if (pressingWeapChange != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_Y) != 0))
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{
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if (pressingWeapChange)
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Command::Execute("weapnext");
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}
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bool pressingReload = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0;
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if (pressingReload != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_X) != 0))
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{
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if (pressingReload)
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Command::Execute("+usereload");
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else
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Command::Execute("-usereload");
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}
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bool pressingJump = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0;
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if (pressingJump != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0))
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{
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if (pressingJump)
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Command::Execute("+gostand");
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else
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Command::Execute("-gostand");
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}
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bool pressingKnife = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0;
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if (pressingKnife != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_B) != 0))
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{
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if (pressingKnife)
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Command::Execute("+melee");
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else
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Command::Execute("-melee");
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}
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bool pressingSprint = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
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if (pressingSprint != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0))
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{
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if (pressingSprint)
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Command::Execute("+breath_sprint");
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else
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Command::Execute("-breath_sprint");
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}
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bool pressingStance = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
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if (pressingStance != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0))
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{
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if (pressingStance)
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Command::Execute("+stance");
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else
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Command::Execute("-stance");
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}
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bool pressingSmoke = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
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if (pressingSmoke != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0))
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{
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if (pressingSmoke)
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Command::Execute("+smoke");
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else
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Command::Execute("-smoke");
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}
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bool pressingFrag = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
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if (pressingFrag != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0))
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{
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if (pressingFrag)
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Command::Execute("+frag");
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else
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Command::Execute("-frag");
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}
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bool pressingScore = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0;
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if (pressingScore != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) != 0))
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{
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if (pressingScore)
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Command::Execute("+scores");
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else
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Command::Execute("-scores");
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}
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bool pressingAlt = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
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if (pressingAlt != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0))
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{
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if (pressingAlt)
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Command::Execute("+actionslot 2");
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else
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Command::Execute("-actionslot 2");
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}
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bool pressingKillstreak = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
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if (pressingKillstreak != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0))
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{
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if (pressingKillstreak)
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Command::Execute("+actionslot 3");
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else
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Command::Execute("-actionslot 3");
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}
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bool pressingNight = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
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if (pressingNight != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0))
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{
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if (pressingNight)
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Command::Execute("+actionslot 4");
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else
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Command::Execute("-actionslot 4");
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}
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bool pressingUp = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
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if (pressingUp != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0))
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{
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if (pressingUp)
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Command::Execute("+actionslot 1");
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else
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Command::Execute("-actionslot 1");
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}
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bool pressingStart = (xiState->Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0;
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if (pressingStart != ((XInput::lastxiState.Gamepad.wButtons & XINPUT_GAMEPAD_START) != 0))
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{
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if (pressingStart)
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Command::Execute("togglemenu");
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}
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memcpy(&XInput::lastxiState, xiState, sizeof XINPUT_STATE);
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}
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}
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__declspec(naked) void XInput::CL_CreateCmdStub()
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{
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__asm
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{
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// do xinput!
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push esi
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push ebp
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call XInput::CL_GamepadMove
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add esp, 8h
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// execute code we patched over
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add esp, 4
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fld st
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pop ebx
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// return back
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push 0x5A6DBF
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retn
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}
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}
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__declspec(naked) void XInput::MSG_WriteDeltaUsercmdKeyStub()
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{
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__asm
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{
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// fix stack pointer
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add esp, 0Ch
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// put both forward move and rightmove values in the movement button
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mov dl, byte ptr [edi+1Ah] // to_forwardMove
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mov dh, byte ptr [edi+1Bh] // to_rightMove
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mov [esp+30h], dx // to_buttons
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mov dl, byte ptr [ebp+1Ah] // from_forwardMove
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mov dh, byte ptr [ebp+1Bh] // from_rightMove
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mov [esp+2Ch], dx // from_buttons
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// return back
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push 0x60E40E
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retn
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}
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}
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void XInput::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
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{
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char forward;
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char right;
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if (Game::MSG_ReadBit(msg))
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{
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short movementBits = static_cast<short>(key ^ Game::MSG_ReadBits(msg, 16));
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forward = static_cast<char>(movementBits);
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right = static_cast<char>(movementBits >> 8);
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}
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else
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{
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forward = from->forwardmove;
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right = from->rightmove;
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}
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to->forwardmove = forward;
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to->rightmove = right;
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}
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__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub()
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{
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__asm
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{
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push ebx // to
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push ebp // from
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push edi // key
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push esi // msg
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call XInput::ApplyMovement
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add esp, 10h
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// return back
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push 0x4921BF
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ret
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}
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}
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__declspec(naked) void XInput::MSG_ReadDeltaUsercmdKeyStub2()
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{
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__asm
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{
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push ebx // to
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push ebp // from
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push edi // key
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push esi // msg
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call XInput::ApplyMovement
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add esp, 10h
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// return back
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push 3
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push esi
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push 0x492085
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ret
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}
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}
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XInput::XInput()
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{
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// poll xinput devices every client frame
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Utils::Hook(0x486970, XInput::CL_FrameStub, HOOK_JUMP).install()->quick();
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// use the xinput state when creating a usercmd
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Utils::Hook(0x5A6DB9, XInput::CL_CreateCmdStub, HOOK_JUMP).install()->quick();
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// package the forward and right move components in the move buttons
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Utils::Hook(0x60E38D, XInput::MSG_WriteDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
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// send two bytes for sending movement data
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Utils::Hook::Set<BYTE>(0x60E501, 16);
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Utils::Hook::Set<BYTE>(0x60E5CD, 16);
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// make sure to parse the movement data properally and apply it
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Utils::Hook(0x492127, XInput::MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
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Utils::Hook(0x492009, XInput::MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
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}
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}
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