Implement jump_stepSize
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6635218dce
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3394e241c4
@ -10,6 +10,7 @@ const game::native::dvar_t* player_movement::jump_slowdownEnable;
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const game::native::dvar_t* player_movement::jump_ladderPushVel;
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const game::native::dvar_t* player_movement::jump_enableFallDamage;
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const game::native::dvar_t* player_movement::jump_height;
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const game::native::dvar_t* player_movement::jump_stepSize;
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const game::native::dvar_t* player_movement::pm_bounces;
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const game::native::dvar_t* player_movement::pm_playerEjection;
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const game::native::dvar_t* player_movement::pm_playerCollision;
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@ -257,6 +258,42 @@ __declspec(naked) void player_movement::pm_crash_land_stub_sp()
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}
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}
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bool player_movement::jump_get_step_height_stub_mp(game::native::playerState_s* ps, const float* origin, float* step_size)
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{
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assert(ps->pm_flags & game::native::PMF_JUMPING);
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assert(origin != nullptr);
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assert(stepSize != nullptr);
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if (origin[2] >= (jump_height->current.value + ps->jumpOriginZ))
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{
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return false;
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}
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*step_size = jump_stepSize->current.value;
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if (ps->jumpOriginZ + jump_height->current.value < origin[2] + *step_size)
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{
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*step_size = (ps->jumpOriginZ + jump_height->current.value) - origin[2];
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}
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return true;
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}
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// On SP, only a simple patch is required because jump_height is still implemented by the game
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__declspec(naked) void player_movement::jump_get_step_height_stub_sp()
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{
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__asm
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{
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push eax
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mov eax, player_movement::jump_stepSize
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fadd dword ptr [eax + 0xC]
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pop eax
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push 0x48C1FB
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retn
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}
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}
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const game::native::dvar_t* player_movement::dvar_register_player_sustain_ammo(const char* dvar_name,
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bool value, unsigned __int16 /*flags*/, const char* description)
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{
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@ -275,6 +312,15 @@ const game::native::dvar_t* player_movement::dvar_register_jump_ladder_push_vel(
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return player_movement::jump_ladderPushVel;
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}
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const game::native::dvar_t* player_movement::dvar_register_jump_step_size(const char* dvar_name,
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float value, float min, float max, unsigned __int16 /*flags*/, const char* description)
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{
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player_movement::jump_stepSize = game::native::Dvar_RegisterFloat(dvar_name,
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value, min, max, game::native::DVAR_CODINFO, description);
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return player_movement::jump_stepSize;
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}
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const game::native::dvar_t* player_movement::dvar_register_jump_slowdown_enable(const char* dvar_name,
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bool value, unsigned __int16 /*flags*/, const char* description)
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{
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@ -305,6 +351,7 @@ void player_movement::patch_mp()
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utils::hook(0x4160A7, &player_movement::dvar_register_jump_ladder_push_vel, HOOK_CALL).install()->quick();
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utils::hook(0x41602B, &player_movement::dvar_register_jump_height, HOOK_CALL).install()->quick();
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utils::hook(0x416074, &player_movement::dvar_register_jump_slowdown_enable, HOOK_CALL).install()->quick();
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utils::hook(0x41605E, &player_movement::dvar_register_jump_step_size, HOOK_CALL).install()->quick();
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utils::hook(0x42B5DA, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x42B2BD, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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@ -335,6 +382,8 @@ void player_movement::patch_mp()
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utils::hook(0x41669B, &player_movement::jump_get_land_factor_stub, HOOK_CALL).install()->quick(); // Jump_Start
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utils::hook(0x422BE0, &player_movement::pm_crash_land_stub_mp, HOOK_CALL).install()->quick(); // PM_GroundTrace
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utils::hook(0x424B2B, &player_movement::jump_get_step_height_stub_mp, HOOK_CALL).install()->quick(); // PM_StepSlideMove
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}
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void player_movement::patch_sp()
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@ -343,6 +392,8 @@ void player_movement::patch_sp()
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false, game::native::DVAR_CODINFO, "Firing weapon will not decrease clip ammo");
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player_movement::jump_ladderPushVel = game::native::Dvar_RegisterFloat("jump_ladderPushVel",
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128.0f, 0.0f, 1024.0f, game::native::DVAR_CODINFO, "The velocity of a jump off of a ladder");
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player_movement::jump_stepSize = game::native::Dvar_RegisterFloat("jump_stepSize",
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18.0f, 0.0f, 64.0f, game::native::DVAR_CODINFO, "The maximum step up to the top of a jump arc");
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utils::hook(0x648C3A, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x64891D, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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@ -364,6 +415,9 @@ void player_movement::patch_sp()
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utils::hook::nop(0x63EA4B, 1); // Nop skipped opcode
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utils::hook(0x6442DF, &player_movement::pm_crash_land_stub_sp, HOOK_CALL).install()->quick(); // PM_GroundTrace
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utils::hook(0x48C1F5, &player_movement::jump_get_step_height_stub_sp, HOOK_JUMP).install()->quick(); // PM_StepSlideMove
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utils::hook::nop(0x48C1FA, 1); // Nop skipped opcode
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}
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void player_movement::post_load()
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@ -12,6 +12,7 @@ private:
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static const game::native::dvar_t* jump_ladderPushVel;
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static const game::native::dvar_t* jump_enableFallDamage;
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static const game::native::dvar_t* jump_height;
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static const game::native::dvar_t* jump_stepSize;
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static const game::native::dvar_t* pm_bounces;
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static const game::native::dvar_t* pm_playerEjection;
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static const game::native::dvar_t* pm_playerCollision;
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@ -29,6 +30,8 @@ private:
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float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_jump_height(const char* dvar_name,
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float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_jump_step_size(const char* dvar_name,
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float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_jump_slowdown_enable(const char* dvar_name,
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bool value, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_player_sustain_ammo(const char* dvar_name,
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@ -63,6 +66,9 @@ private:
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static void pm_crash_land_stub_mp();
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static void pm_crash_land_stub_sp();
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static bool jump_get_step_height_stub_mp(game::native::playerState_s* ps, const float* origin, float* stepSize);
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static void jump_get_step_height_stub_sp();
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static void patch_mp();
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static void patch_sp();
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};
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