diff --git a/src/module/player_movement.cpp b/src/module/player_movement.cpp index f473ea5..5ddf1d1 100644 --- a/src/module/player_movement.cpp +++ b/src/module/player_movement.cpp @@ -10,6 +10,7 @@ const game::native::dvar_t* player_movement::jump_slowdownEnable; const game::native::dvar_t* player_movement::jump_ladderPushVel; const game::native::dvar_t* player_movement::jump_enableFallDamage; const game::native::dvar_t* player_movement::jump_height; +const game::native::dvar_t* player_movement::jump_stepSize; const game::native::dvar_t* player_movement::pm_bounces; const game::native::dvar_t* player_movement::pm_playerEjection; const game::native::dvar_t* player_movement::pm_playerCollision; @@ -257,6 +258,42 @@ __declspec(naked) void player_movement::pm_crash_land_stub_sp() } } +bool player_movement::jump_get_step_height_stub_mp(game::native::playerState_s* ps, const float* origin, float* step_size) +{ + assert(ps->pm_flags & game::native::PMF_JUMPING); + assert(origin != nullptr); + assert(stepSize != nullptr); + + if (origin[2] >= (jump_height->current.value + ps->jumpOriginZ)) + { + return false; + } + + *step_size = jump_stepSize->current.value; + + if (ps->jumpOriginZ + jump_height->current.value < origin[2] + *step_size) + { + *step_size = (ps->jumpOriginZ + jump_height->current.value) - origin[2]; + } + + return true; +} + +// On SP, only a simple patch is required because jump_height is still implemented by the game +__declspec(naked) void player_movement::jump_get_step_height_stub_sp() +{ + __asm + { + push eax + mov eax, player_movement::jump_stepSize + fadd dword ptr [eax + 0xC] + pop eax + + push 0x48C1FB + retn + } +} + const game::native::dvar_t* player_movement::dvar_register_player_sustain_ammo(const char* dvar_name, bool value, unsigned __int16 /*flags*/, const char* description) { @@ -275,6 +312,15 @@ const game::native::dvar_t* player_movement::dvar_register_jump_ladder_push_vel( return player_movement::jump_ladderPushVel; } +const game::native::dvar_t* player_movement::dvar_register_jump_step_size(const char* dvar_name, + float value, float min, float max, unsigned __int16 /*flags*/, const char* description) +{ + player_movement::jump_stepSize = game::native::Dvar_RegisterFloat(dvar_name, + value, min, max, game::native::DVAR_CODINFO, description); + + return player_movement::jump_stepSize; +} + const game::native::dvar_t* player_movement::dvar_register_jump_slowdown_enable(const char* dvar_name, bool value, unsigned __int16 /*flags*/, const char* description) { @@ -305,6 +351,7 @@ void player_movement::patch_mp() utils::hook(0x4160A7, &player_movement::dvar_register_jump_ladder_push_vel, HOOK_CALL).install()->quick(); utils::hook(0x41602B, &player_movement::dvar_register_jump_height, HOOK_CALL).install()->quick(); utils::hook(0x416074, &player_movement::dvar_register_jump_slowdown_enable, HOOK_CALL).install()->quick(); + utils::hook(0x41605E, &player_movement::dvar_register_jump_step_size, HOOK_CALL).install()->quick(); utils::hook(0x42B5DA, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick(); utils::hook(0x42B2BD, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick(); @@ -335,6 +382,8 @@ void player_movement::patch_mp() utils::hook(0x41669B, &player_movement::jump_get_land_factor_stub, HOOK_CALL).install()->quick(); // Jump_Start utils::hook(0x422BE0, &player_movement::pm_crash_land_stub_mp, HOOK_CALL).install()->quick(); // PM_GroundTrace + + utils::hook(0x424B2B, &player_movement::jump_get_step_height_stub_mp, HOOK_CALL).install()->quick(); // PM_StepSlideMove } void player_movement::patch_sp() @@ -343,6 +392,8 @@ void player_movement::patch_sp() false, game::native::DVAR_CODINFO, "Firing weapon will not decrease clip ammo"); player_movement::jump_ladderPushVel = game::native::Dvar_RegisterFloat("jump_ladderPushVel", 128.0f, 0.0f, 1024.0f, game::native::DVAR_CODINFO, "The velocity of a jump off of a ladder"); + player_movement::jump_stepSize = game::native::Dvar_RegisterFloat("jump_stepSize", + 18.0f, 0.0f, 64.0f, game::native::DVAR_CODINFO, "The maximum step up to the top of a jump arc"); utils::hook(0x648C3A, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick(); utils::hook(0x64891D, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick(); @@ -364,6 +415,9 @@ void player_movement::patch_sp() utils::hook::nop(0x63EA4B, 1); // Nop skipped opcode utils::hook(0x6442DF, &player_movement::pm_crash_land_stub_sp, HOOK_CALL).install()->quick(); // PM_GroundTrace + + utils::hook(0x48C1F5, &player_movement::jump_get_step_height_stub_sp, HOOK_JUMP).install()->quick(); // PM_StepSlideMove + utils::hook::nop(0x48C1FA, 1); // Nop skipped opcode } void player_movement::post_load() diff --git a/src/module/player_movement.hpp b/src/module/player_movement.hpp index c291be9..e132879 100644 --- a/src/module/player_movement.hpp +++ b/src/module/player_movement.hpp @@ -12,6 +12,7 @@ private: static const game::native::dvar_t* jump_ladderPushVel; static const game::native::dvar_t* jump_enableFallDamage; static const game::native::dvar_t* jump_height; + static const game::native::dvar_t* jump_stepSize; static const game::native::dvar_t* pm_bounces; static const game::native::dvar_t* pm_playerEjection; static const game::native::dvar_t* pm_playerCollision; @@ -29,6 +30,8 @@ private: float value, float min, float max, unsigned __int16 flags, const char* description); static const game::native::dvar_t* dvar_register_jump_height(const char* dvar_name, float value, float min, float max, unsigned __int16 flags, const char* description); + static const game::native::dvar_t* dvar_register_jump_step_size(const char* dvar_name, + float value, float min, float max, unsigned __int16 flags, const char* description); static const game::native::dvar_t* dvar_register_jump_slowdown_enable(const char* dvar_name, bool value, unsigned __int16 flags, const char* description); static const game::native::dvar_t* dvar_register_player_sustain_ammo(const char* dvar_name, @@ -63,6 +66,9 @@ private: static void pm_crash_land_stub_mp(); static void pm_crash_land_stub_sp(); + static bool jump_get_step_height_stub_mp(game::native::playerState_s* ps, const float* origin, float* stepSize); + static void jump_get_step_height_stub_sp(); + static void patch_mp(); static void patch_sp(); };