Merge pull request #48 from diamante0018/master

More jump dvars
This commit is contained in:
Maurice Heumann 2022-03-22 06:20:41 +01:00 committed by GitHub
commit 6635218dce
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 298 additions and 60 deletions

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@ -71,6 +71,10 @@ namespace game
PM_trace_t PM_trace;
Jump_ClearState_t Jump_ClearState;
Vec3Normalize_t Vec3Normalize;
Cmd_ExecuteSingleCommand_t Cmd_ExecuteSingleCommand;
Com_Quit_f_t Com_Quit_f;
@ -220,13 +224,13 @@ namespace game
return scrMemTreeGlob + 12 * size_t(MT_AllocIndex(numBytes, type));
}
__declspec(naked) dvar_t* dvar_find_malleable_var(const char* dvarName)
__declspec(naked) dvar_t* dvar_find_malleable_var(const char* dvar_name)
{
static DWORD func = 0x531320;
__asm
{
mov edi, dvarName
mov edi, dvar_name
call func
retn
}
@ -294,7 +298,7 @@ namespace game
}
}
__declspec(naked) void scr_notify_id_multiplayer(unsigned int id, unsigned int stringValue,
__declspec(naked) void scr_notify_id_multiplayer(unsigned int id, unsigned int string_value,
unsigned int paramcount)
{
static DWORD func = 0x56B5E0;
@ -302,7 +306,7 @@ namespace game
__asm
{
mov eax, paramcount
push stringValue
push string_value
push id
call func
add esp, 8h
@ -310,7 +314,7 @@ namespace game
}
}
__declspec(naked) void scr_notify_id_singleplayer(unsigned int id, unsigned int stringValue,
__declspec(naked) void scr_notify_id_singleplayer(unsigned int id, unsigned int string_value,
unsigned int paramcount)
{
static DWORD func = 0x610980;
@ -318,7 +322,7 @@ namespace game
__asm
{
mov eax, paramcount
push stringValue
push string_value
push id
call func
add esp, 8h
@ -478,13 +482,13 @@ namespace game
}
}
__declspec(naked) void client_command_dedi(int clientNum)
__declspec(naked) void client_command_dedi(int client_num)
{
static DWORD func = 0x47EA40;
__asm
{
mov edi, clientNum
mov edi, client_num
call func
retn
}
@ -512,14 +516,14 @@ namespace game
addr->type = type;
}
__declspec(naked) void cbuf_add_text_dedi(LocalClientNum_t localClientNum, const char* text)
__declspec(naked) void cbuf_add_text_dedi(LocalClientNum_t local_client_num, const char* text)
{
static DWORD func = 0x4CB5D0;
__asm
{
mov eax, text
push localClientNum
push local_client_num
call func
add esp, 4h
retn
@ -684,6 +688,10 @@ 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(
SELECT_VALUE(0x4D6960, 0x5462B0, 0x4CC360));

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@ -117,6 +117,12 @@ 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;
typedef void (*Cmd_ExecuteSingleCommand_t)(LocalClientNum_t localClientNum, int controllerIndex, const char* text);
extern Cmd_ExecuteSingleCommand_t Cmd_ExecuteSingleCommand;
@ -151,6 +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;

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@ -769,7 +769,23 @@ namespace game
int bobCycle;
float origin[3];
float velocity[3];
unsigned char __pad0[0x4B8];
int grenadeTimeLeft;
int throwbackGrenadeOwner;
int throwbackGrenadeTimeLeft;
unsigned int throwbackWeapon;
int remoteEyesEnt;
int remoteEyesTagname;
int remoteControlEnt;
int remoteTurretEnt;
int foliageSoundTime;
int gravity;
int speed;
int delta_angles;
int groundEntityNum;
float vLadderVec[3];
int jumpTime;
float jumpOriginZ;
unsigned char __pad0[0x470];
unsigned int perks[0x2];
unsigned int perkSlots[0x9];
unsigned char __pad1[0x2DE8];

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@ -1,15 +1,25 @@
#include <std_include.hpp>
#include "player_movement.hpp"
#include "game/game.hpp"
#include "utils/hook.hpp"
#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_enableFallDamage;
const game::native::dvar_t* player_movement::jump_height;
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;
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)
{
@ -19,11 +29,10 @@ void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const
}
}
__declspec(naked) void player_movement::pm_step_slide_move_stub_mp()
__declspec(naked) void player_movement::pm_step_slide_move_stub()
{
__asm
{
// Check value of pm_bounces
push eax
mov eax, player_movement::pm_bounces
cmp byte ptr [eax + 0xC], 1
@ -34,42 +43,13 @@ __declspec(naked) void player_movement::pm_step_slide_move_stub_mp()
// Code hook skipped
cmp dword ptr [esp + 0x24], 0
jnz dontBounce
jnz dont_bounce
bounce:
push 0x424D58
retn
jmp bounce_addr
dontBounce:
push 0x424D6C
retn
}
}
__declspec(naked) void player_movement::pm_step_slide_move_stub_sp()
{
__asm
{
// Check value of pm_bounces
push eax
mov eax, player_movement::pm_bounces
cmp byte ptr [eax + 0xC], 1
pop eax
// Bounce if enabled is true
je bounce
// Code hook skipped
cmp dword ptr [esp + 0x24], 0
jnz dontBounce
bounce:
push 0x43D91F
retn
dontBounce:
push 0x43D933
retn
dont_bounce:
jmp dont_bounce_addr
}
}
@ -133,6 +113,150 @@ void player_movement::pm_trace_stub(const game::native::pmove_t* pm, game::nativ
}
}
__declspec(naked) void player_movement::jump_push_off_ladder_stub()
{
__asm
{
push eax
mov eax, player_movement::jump_ladderPushVel
fld dword ptr [eax + 0xC]
pop eax
jmp push_off_ladder_addr
}
}
__declspec(naked) void player_movement::jump_start_stub()
{
__asm
{
push eax
mov eax, player_movement::jump_height
fld dword ptr [eax + 0xC]
pop eax
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);
}
}
float player_movement::jump_get_land_factor(game::native::playerState_s* ps)
{
assert(ps->pm_flags & game::native::PMF_JUMPING);
assert(ps->pm_time <= game::native::JUMP_LAND_SLOWDOWN_TIME);
if (!player_movement::jump_slowdownEnable->current.enabled
|| (ps->pm_flags & game::native::PMF_DIVING) != 0)
{
return 1.0f;
}
if (ps->pm_time < 1700)
{
return (ps->pm_time * 1.5f * 0.000588f) + 1.0f;
}
return 2.5f;
}
__declspec(naked) void player_movement::jump_get_land_factor_stub()
{
__asm
{
pushad
push eax // ps
call player_movement::jump_get_land_factor
add esp, 4
popad
ret
}
}
__declspec(naked) void player_movement::pm_crash_land_stub_mp()
{
static DWORD func = 0x41E6B0;
__asm
{
push eax
mov eax, player_movement::jump_enableFallDamage
cmp byte ptr [eax + 0xC], 0
pop eax
// If disabled just return
jz skip_crash
// Arguments are in the registers
call func
skip_crash:
ret
}
}
__declspec(naked) void player_movement::pm_crash_land_stub_sp()
{
static DWORD func = 0x6405A0;
__asm
{
push eax
mov eax, player_movement::jump_enableFallDamage
cmp byte ptr [eax + 0xC], 0
pop eax
// If disabled just return
jz skip_crash
// ps is in the esi register
push [esp + 0x4] // pml
call func
add esp, 4
skip_crash:
ret
}
}
const game::native::dvar_t* player_movement::dvar_register_player_sustain_ammo(const char* dvar_name,
bool value, unsigned __int16 /*flags*/, const char* description)
{
@ -142,6 +266,33 @@ const game::native::dvar_t* player_movement::dvar_register_player_sustain_ammo(c
return player_movement::player_sustainAmmo;
}
const game::native::dvar_t* player_movement::dvar_register_jump_ladder_push_vel(const char* dvar_name,
float value, float min, float max, unsigned __int16 /*flags*/, const char* description)
{
player_movement::jump_ladderPushVel = game::native::Dvar_RegisterFloat(dvar_name,
value, min, max, game::native::DVAR_CODINFO, description);
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)
{
player_movement::jump_height = game::native::Dvar_RegisterFloat(dvar_name,
value, min, max, game::native::DVAR_CODINFO, description);
return player_movement::jump_height;
}
void player_movement::patch_mp()
{
player_movement::pm_playerEjection = game::native::Dvar_RegisterBool("pm_playerEjection",
@ -149,13 +300,17 @@ 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();
utils::hook(0x42AE95, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
utils::hook(0x424D51, &player_movement::pm_step_slide_move_stub_mp, HOOK_JUMP).install()->quick();
utils::hook(0x424D51, &player_movement::pm_step_slide_move_stub, HOOK_JUMP).install()->quick();
utils::hook(0x4F9EFB, &player_movement::stuck_in_client_stub, HOOK_CALL).install()->quick(); // ClientEndFrame
utils::hook(0x57CF45, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
@ -169,18 +324,31 @@ void player_movement::patch_mp()
utils::hook(0x41F995, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x41F8D8, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x41F941, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x416866, &player_movement::jump_push_off_ladder_stub, HOOK_JUMP).install()->quick(); // Jump_Check
utils::hook::nop(0x41686B, 1); // Nop skipped opcode
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
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
}
void player_movement::patch_sp()
{
player_movement::player_sustainAmmo = game::native::Dvar_RegisterBool("player_sustainAmmo",
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");
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();
utils::hook(0x6484E2, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
utils::hook(0x43D918, &player_movement::pm_step_slide_move_stub_sp, HOOK_JUMP).install()->quick();
utils::hook(0x43D918, &player_movement::pm_step_slide_move_stub, HOOK_JUMP).install()->quick();
utils::hook(0x41F9A6, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
utils::hook(0x57B14F, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
@ -191,6 +359,11 @@ void player_movement::patch_sp()
utils::hook(0x64181A, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x641701, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x6417A9, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
utils::hook(0x63EA46, player_movement::jump_push_off_ladder_stub, HOOK_JUMP).install()->quick(); // Jump_Check
utils::hook::nop(0x63EA4B, 1); // Nop skipped opcode
utils::hook(0x6442DF, &player_movement::pm_crash_land_stub_sp, HOOK_CALL).install()->quick(); // PM_GroundTrace
}
void player_movement::post_load()
@ -203,12 +376,18 @@ 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",
true, game::native::DVAR_CODINFO, "Push intersecting players away from each other");
player_movement::pm_elevators = game::native::Dvar_RegisterBool("pm_elevators",
false, game::native::DVAR_CODINFO, "CoD4 Elevators");
player_movement::jump_enableFallDamage = game::native::Dvar_RegisterBool("jump_enableFallDamage",
true, game::native::dvar_flags::DVAR_CODINFO, "Enable fall damage");
if (game::is_mp()) this->patch_mp();
else if (game::is_sp()) this->patch_sp();

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@ -1,6 +1,5 @@
#pragma once
#include "loader/module_loader.hpp"
#include "game/game.hpp"
class player_movement final : public module
{
@ -9,20 +8,33 @@ 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_enableFallDamage;
static const game::native::dvar_t* jump_height;
static const game::native::dvar_t* pm_bounces;
static const game::native::dvar_t* pm_playerEjection;
static const game::native::dvar_t* pm_playerCollision;
static const game::native::dvar_t* pm_rocketJump;
static const game::native::dvar_t* pm_elevators;
static void pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
bool isAlternate, int amount, game::native::PlayerHandIndex hand);
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);
static const game::native::dvar_t* dvar_register_jump_ladder_push_vel(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_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);
static void pm_step_slide_move_stub_mp();
static void pm_step_slide_move_stub_sp();
static void pm_step_slide_move_stub();
static int stuck_in_client_stub(game::native::gentity_s* self);
static void cm_transformed_capsule_trace_stub(game::native::trace_t* results, const float* start,
@ -40,6 +52,17 @@ private:
static void pm_trace_stub(const game::native::pmove_t* pm, game::native::trace_t* results,
const float* start, const float* end, const game::native::Bounds* bounds, int pass_entity_num, int content_mask);
static void jump_push_off_ladder_stub();
// On SP this is already unlocked
static void jump_start_stub();
static void jump_apply_slowdown_stub(game::native::playerState_s* ps);
static float jump_get_land_factor(game::native::playerState_s* ps);
static void jump_get_land_factor_stub();
static void pm_crash_land_stub_mp();
static void pm_crash_land_stub_sp();
static void patch_mp();
static void patch_sp();
};

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@ -2,7 +2,6 @@
#include "test_clients.hpp"
#include "command.hpp"
#include "scheduler.hpp"
#include "utils/hook.hpp"
@ -76,7 +75,7 @@ game::native::gentity_s* test_clients::sv_add_test_client()
return nullptr;
}
auto client = &game::native::mp::svs_clients[idx];
const auto client = &game::native::mp::svs_clients[idx];
client->bIsTestClient = 1;
game::native::SV_SendClientGameState(client);
@ -124,10 +123,10 @@ __declspec(naked) void test_clients::reset_reliable_mp()
}
}
bool test_clients::check_timeouts(const game::native::mp::client_t* cl)
bool test_clients::check_timeouts(const game::native::mp::client_t* client)
{
return (!cl->bIsTestClient || cl->header.state == game::native::clientState_t::CS_ZOMBIE)
&& cl->header.netchan.remoteAddress.type != game::native::netadrtype_t::NA_LOOPBACK;
return (!client->bIsTestClient || client->header.state == game::native::clientState_t::CS_ZOMBIE)
&& client->header.netchan.remoteAddress.type != game::native::netadrtype_t::NA_LOOPBACK;
}
__declspec(naked) void test_clients::check_timeouts_stub_mp()

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@ -18,6 +18,6 @@ private:
static void reset_reliable_mp();
static bool check_timeouts(const game::native::mp::client_t* cl);
static bool check_timeouts(const game::native::mp::client_t* client);
static void check_timeouts_stub_mp();
};