Add infinite ammo dvar
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418f79045e
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@ -13,6 +13,8 @@ namespace game
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DB_LoadXAssets_t DB_LoadXAssets;
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Dvar_RegisterBool_t Dvar_RegisterBool;
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Dvar_SetIntByName_t Dvar_SetIntByName;
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Dvar_SetFromStringByName_t Dvar_SetFromStringByName;
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@ -57,6 +59,8 @@ namespace game
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SEH_LocalizeTextMessage_t SEH_LocalizeTextMessage;
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PM_WeaponUseAmmo_t PM_WeaponUseAmmo;
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decltype(longjmp)* _longjmp;
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CmdArgs* sv_cmd_args;
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@ -602,6 +606,8 @@ namespace game
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native::DB_LoadXAssets = native::DB_LoadXAssets_t(SELECT_VALUE(0x48A8E0, 0x4CD020, 0x44F770));
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native::Dvar_RegisterBool = native::Dvar_RegisterBool_t(SELECT_VALUE(0x4914D0, 0x5BE9F0, 0x0));
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native::Dvar_SetIntByName = native::Dvar_SetIntByName_t(SELECT_VALUE(0x5396B0, 0x5BF560, 0x0));
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native::Dvar_SetFromStringByName = native::Dvar_SetFromStringByName_t(
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@ -650,6 +656,8 @@ namespace game
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native::SEH_LocalizeTextMessage = native::SEH_LocalizeTextMessage_t(
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SELECT_VALUE(0x41EA20, 0x57E240, 0x0));
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native::PM_WeaponUseAmmo = native::PM_WeaponUseAmmo_t(SELECT_VALUE(0x463F80, 0x42E930, 0x0));
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native::_longjmp = reinterpret_cast<decltype(longjmp)*>(SELECT_VALUE(0x73AC20, 0x7363BC, 0x655558));
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native::sv_cmd_args = reinterpret_cast<native::CmdArgs*>(SELECT_VALUE(0x1757218, 0x1CAA998, 0x1B5E7D8));
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@ -23,6 +23,10 @@ namespace game
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typedef void (*DB_LoadXAssets_t)(XZoneInfo* zoneInfo, unsigned int zoneCount, int sync);
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extern DB_LoadXAssets_t DB_LoadXAssets;
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typedef const dvar_t* (*Dvar_RegisterBool_t)(const char* dvarName, bool value,
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unsigned __int16 flags, const char* description);
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extern Dvar_RegisterBool_t Dvar_RegisterBool;
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typedef void (*Dvar_SetIntByName_t)(const char* dvarName, int value);
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extern Dvar_SetIntByName_t Dvar_SetIntByName;
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@ -89,6 +93,9 @@ namespace game
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typedef char* (*SEH_LocalizeTextMessage_t)(const char* pszInputBuffer, const char* pszMessageType, msgLocErrType_t errType);
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extern SEH_LocalizeTextMessage_t SEH_LocalizeTextMessage;
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typedef void (*PM_WeaponUseAmmo_t)(playerState_s* ps, const Weapon weapon, bool isAlternate, int amount, PlayerHandIndex hand);
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extern PM_WeaponUseAmmo_t PM_WeaponUseAmmo;
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extern decltype(longjmp)* _longjmp;
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constexpr auto CMD_MAX_NESTING = 8;
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@ -533,6 +533,31 @@ namespace game
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const char* name;
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};
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enum dvar_flags : std::uint16_t
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{
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DVAR_ARCHIVE = 0x1,
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DVAR_CHEAT = 0x4,
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DVAR_CODINFO = 0x8,
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DVAR_SCRIPTINFO = 0x10,
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DVAR_SERVERINFO = 0x400,
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DVAR_WRITEPROTECTED = 0x800,
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DVAR_READONLY = 0x2000,
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}; // Incomplete
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enum dvar_type : std::int8_t
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{
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DVAR_TYPE_BOOL = 0x0,
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DVAR_TYPE_FLOAT = 0x1,
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DVAR_TYPE_FLOAT_2 = 0x2,
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DVAR_TYPE_FLOAT_3 = 0x3,
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DVAR_TYPE_FLOAT_4 = 0x4,
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DVAR_TYPE_INT = 0x5,
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DVAR_TYPE_ENUM = 0x6,
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DVAR_TYPE_STRING = 0x7,
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DVAR_TYPE_COLOR = 0x8,
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DVAR_TYPE_FLOAT_3_COLOR = 0x9,
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};
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union DvarValue
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{
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bool enabled;
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@ -610,6 +635,33 @@ namespace game
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static_assert(sizeof(usercmd_s) == 0x2C);
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enum PlayerHandIndex
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{
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WEAPON_HAND_RIGHT = 0,
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WEAPON_HAND_LEFT = 1,
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NUM_WEAPON_HANDS = 2,
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WEAPON_HAND_DEFAULT = 0,
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};
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struct Weapon_s
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{
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unsigned int padding : 8;
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unsigned int scopeVariation : 3;
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unsigned int weaponOthers : 4;
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unsigned int weaponUnderBarrels : 2;
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unsigned int weaponScopes : 3;
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unsigned int weaponIdx : 8;
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unsigned int weaponVariation : 4;
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};
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union Weapon
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{
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Weapon_s _s_0;
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unsigned int data;
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};
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static_assert(sizeof(Weapon) == 4);
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struct playerState_s
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{
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unsigned char __pad0[0x4EC];
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51
src/module/player_movement.cpp
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51
src/module/player_movement.cpp
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@ -0,0 +1,51 @@
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#include <std_include.hpp>
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#include "player_movement.hpp"
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#include "utils/hook.hpp"
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const game::native::dvar_t* player_movement::player_sustainAmmo;
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void player_movement::post_load()
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{
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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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}
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void player_movement::pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
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bool is_alternate, int amount, game::native::PlayerHandIndex hand)
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{
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if (!player_movement::player_sustainAmmo->current.enabled)
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{
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game::native::PM_WeaponUseAmmo(ps, weapon, is_alternate, amount, hand);
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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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player_movement::player_sustainAmmo = game::native::Dvar_RegisterBool(dvar_name,
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value, game::native::DVAR_CODINFO, description);
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return player_movement::player_sustainAmmo;
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}
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void player_movement::patch_mp()
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{
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utils::hook(0x418D9C, &player_movement::dvar_register_player_sustain_ammo, 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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utils::hook(0x42AE95, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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}
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void player_movement::patch_sp()
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{
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player_movement::player_sustainAmmo = game::native::Dvar_RegisterBool("player_sustainAmmo",
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false, game::native::DVAR_CODINFO, "Firing weapon will not decrease clip ammo");
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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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utils::hook(0x6484E2, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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}
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REGISTER_MODULE(player_movement);
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21
src/module/player_movement.hpp
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21
src/module/player_movement.hpp
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@ -0,0 +1,21 @@
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#pragma once
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#include "loader/module_loader.hpp"
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#include "game/game.hpp"
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class player_movement final : public module
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{
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public:
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void post_load() override;
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private:
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static const game::native::dvar_t* player_sustainAmmo;
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static void pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
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bool isAlternate, int amount, game::native::PlayerHandIndex hand);
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static const game::native::dvar_t* 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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static void patch_mp();
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static void patch_sp();
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};
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