add jump_enablefalldmg dvar
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parent
a3fc61e120
commit
5de913bf6c
@ -8,6 +8,7 @@
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const game::native::dvar_t* player_movement::player_sustainAmmo;
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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::pm_bounces;
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const game::native::dvar_t* player_movement::pm_playerEjection;
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@ -210,6 +211,52 @@ __declspec(naked) void player_movement::jump_get_land_factor_stub()
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}
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}
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__declspec(naked) void player_movement::pm_crash_land_stub_mp()
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{
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static DWORD func = 0x41E6B0;
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__asm
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{
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push eax
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mov eax, player_movement::jump_enableFallDamage
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cmp byte ptr [eax + 0xC], 0
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pop eax
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// If disabled just return
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jz skip_crash
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// Arguments are in the registers
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call func
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skip_crash:
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ret
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}
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}
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__declspec(naked) void player_movement::pm_crash_land_stub_sp()
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{
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static DWORD func = 0x6405A0;
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__asm
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{
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push eax
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mov eax, player_movement::jump_enableFallDamage
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cmp byte ptr [eax + 0xC], 0
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pop eax
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// If disabled just return
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jz skip_crash
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// ps is in the esi register
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push [esp + 0x4] // pml
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call func
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add esp, 4
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skip_crash:
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ret
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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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@ -286,6 +333,8 @@ void player_movement::patch_mp()
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utils::hook(0x4225CA, &player_movement::jump_apply_slowdown_stub, HOOK_CALL).install()->quick(); // PM_WalkMove
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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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}
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void player_movement::patch_sp()
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@ -313,6 +362,8 @@ void player_movement::patch_sp()
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utils::hook(0x63EA46, player_movement::jump_push_off_ladder_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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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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}
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void player_movement::post_load()
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@ -335,6 +386,8 @@ void player_movement::post_load()
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true, game::native::DVAR_CODINFO, "Push intersecting players away from each other");
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player_movement::pm_elevators = game::native::Dvar_RegisterBool("pm_elevators",
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false, game::native::DVAR_CODINFO, "CoD4 Elevators");
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player_movement::jump_enableFallDamage = game::native::Dvar_RegisterBool("jump_enableFallDamage",
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true, game::native::dvar_flags::DVAR_CODINFO, "Enable fall damage");
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if (game::is_mp()) this->patch_mp();
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else if (game::is_sp()) this->patch_sp();
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@ -10,6 +10,7 @@ private:
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static const game::native::dvar_t* player_sustainAmmo;
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static const game::native::dvar_t* jump_slowdownEnable;
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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* pm_bounces;
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static const game::native::dvar_t* pm_playerEjection;
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@ -59,6 +60,9 @@ private:
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static float jump_get_land_factor(game::native::playerState_s* ps);
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static void jump_get_land_factor_stub();
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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 void patch_mp();
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static void patch_sp();
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};
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