Partially reimplement jump_slowdownenable dvar

This commit is contained in:
FutureRave 2022-03-17 12:55:01 +00:00
parent ad3d2858ba
commit 659cf7e2d4
No known key found for this signature in database
GPG Key ID: E883E2BC9657D955
5 changed files with 86 additions and 6 deletions

View File

@ -71,6 +71,8 @@ namespace game
PM_trace_t PM_trace;
Jump_ClearState_t Jump_ClearState;
Vec3Normalize_t Vec3Normalize;
Cmd_ExecuteSingleCommand_t Cmd_ExecuteSingleCommand;
@ -686,6 +688,8 @@ namespace game
native::PM_trace = native::PM_trace_t(SELECT_VALUE(0x544BF0, 0x41CEB0, 0x0));
native::Jump_ClearState = native::Jump_ClearState_t(SELECT_VALUE(0x514CE0, 0x4160F0, 0x0));
native::Vec3Normalize = native::Vec3Normalize_t(SELECT_VALUE(0x536A20, 0x415EE0, 0x0));
native::Cmd_ExecuteSingleCommand = native::Cmd_ExecuteSingleCommand_t(

View File

@ -117,6 +117,9 @@ namespace game
const Bounds* bounds, int passEntityNum, int contentMask);
extern PM_trace_t PM_trace;
typedef void (*Jump_ClearState_t)(playerState_s* ps);
extern Jump_ClearState_t Jump_ClearState;
typedef void (*Vec3Normalize_t)(float* v);
extern Vec3Normalize_t Vec3Normalize;
@ -154,6 +157,13 @@ namespace game
constexpr auto ENTITYNUM_NONE = MAX_GENTITIES - 1u;
extern gentity_s* g_entities;
// PM Global Definitions & Functions
constexpr auto JUMP_LAND_SLOWDOWN_TIME = 1800;
// From Quake III, to match game's assembly
template <typename T, typename R>
constexpr auto VectorScale(T v, R s, T out) { out[0] = v[0] * s; out[1] = v[1] * s; out[2] = v[2] * s; }
namespace mp
{
extern client_t* svs_clients;

View File

@ -784,7 +784,8 @@ namespace game
int groundEntityNum;
float vLadderVec[3];
int jumpTime;
unsigned char __pad0[0x474];
float jumpOriginZ;
unsigned char __pad0[0x470];
unsigned int perks[0x2];
unsigned int perkSlots[0x9];
unsigned char __pad1[0x2DE8];

View File

@ -6,6 +6,7 @@
#include "player_movement.hpp"
const game::native::dvar_t* player_movement::player_sustainAmmo;
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_height;
const game::native::dvar_t* player_movement::pm_bounces;
@ -14,6 +15,10 @@ const game::native::dvar_t* player_movement::pm_playerCollision;
const game::native::dvar_t* player_movement::pm_rocketJump;
const game::native::dvar_t* player_movement::pm_elevators;
DWORD player_movement::bounce_addr;
DWORD player_movement::dont_bounce_addr;
DWORD player_movement::push_off_ladder_addr;
void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
bool is_alternate, int amount, game::native::PlayerHandIndex hand)
{
@ -23,8 +28,6 @@ void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const
}
}
static DWORD bounce_addr = SELECT_VALUE(0x43D91F, 0x424D58, 0x0);
static DWORD dont_bounce_addr = SELECT_VALUE(0x43D933, 0x424D6C, 0x0);
__declspec(naked) void player_movement::pm_step_slide_move_stub()
{
__asm
@ -109,7 +112,6 @@ void player_movement::pm_trace_stub(const game::native::pmove_t* pm, game::nativ
}
}
static DWORD push_off_ladder_addr = SELECT_VALUE(0x63EA4C, 0x41686C, 0x0);
__declspec(naked) void player_movement::jump_push_off_ladder_stub()
{
__asm
@ -123,7 +125,6 @@ __declspec(naked) void player_movement::jump_push_off_ladder_stub()
}
}
static DWORD jump_start_addr = 0x41696F;
void player_movement::jump_start_stub()
{
__asm
@ -133,7 +134,45 @@ void player_movement::jump_start_stub()
fld dword ptr [eax + 0xC]
pop eax
jmp jump_start_addr
push 0x41696F
retn
}
}
void player_movement::jump_apply_slowdown_stub(game::native::playerState_s* ps)
{
assert(ps->pm_flags & game::native::PMF_JUMPING);
auto scale = 1.0f;
if (ps->pm_time <= game::native::JUMP_LAND_SLOWDOWN_TIME)
{
if (ps->pm_time == 0)
{
const auto height = ps->jumpOriginZ + 18.0f;
if (height <= ps->origin[2])
{
scale = 0.5f;
ps->pm_time = 1200;
}
else
{
scale = 0.65f;
ps->pm_time = game::native::JUMP_LAND_SLOWDOWN_TIME;
}
}
}
else
{
game::native::Jump_ClearState(ps);
scale = 0.65f;
}
if ((ps->pm_flags & game::native::PMF_DIVING) == 0
&& player_movement::jump_slowdownEnable->current.enabled)
{
game::native::VectorScale(ps->velocity, scale, ps->velocity);
}
}
@ -155,6 +194,15 @@ 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_slowdown_enable(const char* dvar_name,
bool value, unsigned __int16 /*flags*/, const char* description)
{
player_movement::jump_slowdownEnable = game::native::Dvar_RegisterBool(dvar_name,
value, game::native::DVAR_CODINFO, description);
return player_movement::jump_slowdownEnable;
}
const game::native::dvar_t* player_movement::dvar_register_jump_height(const char* dvar_name,
float value, float min, float max, unsigned __int16 /*flags*/, const char* description)
{
@ -171,9 +219,11 @@ void player_movement::patch_mp()
player_movement::pm_rocketJump = game::native::Dvar_RegisterBool("pm_rocketJump",
false, game::native::DVAR_CODINFO, "CoD4 rocket jumps");
// Un-Cheat the dvars
utils::hook(0x418D9C, &player_movement::dvar_register_player_sustain_ammo, HOOK_CALL).install()->quick();
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(0x42B5DA, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
utils::hook(0x42B2BD, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
@ -199,6 +249,8 @@ void player_movement::patch_mp()
utils::hook(0x416969, &player_movement::jump_start_stub, HOOK_JUMP).install()->quick(); // Jump_Check
utils::hook::nop(0x41696E, 1); // Nop skipped opcode
utils::hook(0x4225CA, &player_movement::jump_apply_slowdown_stub, HOOK_CALL).install()->quick(); // PM_WalkMove
}
void player_movement::patch_sp()
@ -238,6 +290,10 @@ void player_movement::post_load()
return;
}
player_movement::bounce_addr = SELECT_VALUE(0x43D91F, 0x424D58, 0x0);
player_movement::dont_bounce_addr = SELECT_VALUE(0x43D933, 0x424D6C, 0x0);
player_movement::push_off_ladder_addr = SELECT_VALUE(0x63EA4C, 0x41686C, 0x0);
player_movement::pm_bounces = game::native::Dvar_RegisterBool("pm_bounces", false,
game::native::dvar_flags::DVAR_CODINFO, "CoD4 Bounces");
player_movement::pm_playerCollision = game::native::Dvar_RegisterBool("pm_playerCollision",

View File

@ -8,6 +8,7 @@ public:
private:
static const game::native::dvar_t* player_sustainAmmo;
static const game::native::dvar_t* jump_slowdownEnable;
static const game::native::dvar_t* jump_ladderPushVel;
static const game::native::dvar_t* jump_height;
static const game::native::dvar_t* pm_bounces;
@ -16,6 +17,10 @@ private:
static const game::native::dvar_t* pm_rocketJump;
static const game::native::dvar_t* pm_elevators;
static DWORD bounce_addr;
static DWORD dont_bounce_addr;
static DWORD push_off_ladder_addr;
static void pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
bool is_alternate, int amount, game::native::PlayerHandIndex hand);
@ -23,6 +28,8 @@ 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_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,
bool value, unsigned __int16 flags, const char* description);
@ -48,6 +55,8 @@ private:
// On SP this is already unlocked
static void jump_start_stub();
static void jump_apply_slowdown_stub(game::native::playerState_s* ps);
static void patch_mp();
static void patch_sp();
};