Merge pull request #54 from diamante0018/jump-step-2
Implement last two jump dvars
This commit is contained in:
commit
d256833b71
@ -10,6 +10,8 @@ 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::jump_spreadAdd;
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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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@ -19,6 +21,7 @@ const game::native::dvar_t* player_movement::pm_elevators;
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DWORD player_movement::bounce_addr;
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DWORD player_movement::dont_bounce_addr;
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DWORD player_movement::push_off_ladder_addr;
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DWORD player_movement::jump_start_addr;
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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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@ -126,7 +129,7 @@ __declspec(naked) void player_movement::jump_push_off_ladder_stub()
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}
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}
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__declspec(naked) void player_movement::jump_start_stub()
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__declspec(naked) void player_movement::jump_check_stub()
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{
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__asm
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{
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@ -257,6 +260,55 @@ __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(step_size != 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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__declspec(naked) void player_movement::jump_start_stub()
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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_spreadAdd
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fadd dword ptr [eax + 0xC]
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pop eax
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jmp player_movement::jump_start_addr
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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 +327,24 @@ 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_spread_add(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_spreadAdd = 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_spreadAdd;
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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 +375,8 @@ 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(0x4160DA, &player_movement::dvar_register_jump_spread_add, 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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@ -328,13 +400,20 @@ void player_movement::patch_mp()
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utils::hook(0x416866, &player_movement::jump_push_off_ladder_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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utils::hook::nop(0x41686B, 1); // Nop skipped opcode
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utils::hook(0x416969, &player_movement::jump_start_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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// Modify third argument of Jump_Start with the value of jump_height dvar
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utils::hook(0x416969, &player_movement::jump_check_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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utils::hook::nop(0x41696E, 1); // Nop skipped opcode
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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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utils::hook(0x424B2B, &player_movement::jump_get_step_height_stub_mp, HOOK_CALL).install()->quick(); // PM_StepSlideMove
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// Modify the hardcoded value of the spread with the value of jump_spreadAdd
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utils::hook(0x4166F0, &player_movement::jump_start_stub, HOOK_JUMP).install()->quick();
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utils::hook::nop(0x4166F5, 1); // Nop skipped opcode
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}
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void player_movement::patch_sp()
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@ -343,6 +422,10 @@ 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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player_movement::jump_spreadAdd = game::native::Dvar_RegisterFloat("jump_spreadAdd",
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64.0f, 0.0f, 512.0f, game::native::DVAR_CODINFO, "The amount of spread scale to add as a side effect of jumping");
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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 +447,13 @@ 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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// Modify the hardcoded value of the spread with the value of jump_spreadAdd
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utils::hook(0x63E90A, &player_movement::jump_start_stub, HOOK_JUMP).install()->quick();
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utils::hook::nop(0x63E90F, 1); // Nop skipped opcode
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}
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void player_movement::post_load()
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@ -379,6 +469,7 @@ void player_movement::post_load()
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player_movement::bounce_addr = SELECT_VALUE(0x43D91F, 0x424D58, 0x0);
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player_movement::dont_bounce_addr = SELECT_VALUE(0x43D933, 0x424D6C, 0x0);
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player_movement::push_off_ladder_addr = SELECT_VALUE(0x63EA4C, 0x41686C, 0x0);
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player_movement::jump_start_addr = SELECT_VALUE(0x63E910, 0x4166F6, 0x0);
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player_movement::pm_bounces = game::native::Dvar_RegisterBool("pm_bounces", false,
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game::native::dvar_flags::DVAR_CODINFO, "CoD4 Bounces");
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@ -12,6 +12,8 @@ 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* jump_spreadAdd;
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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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@ -21,6 +23,7 @@ private:
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static DWORD bounce_addr;
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static DWORD dont_bounce_addr;
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static DWORD push_off_ladder_addr;
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static DWORD jump_start_addr;
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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 is_alternate, int amount, game::native::PlayerHandIndex hand);
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@ -29,6 +32,10 @@ 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_spread_add(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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@ -54,7 +61,7 @@ private:
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static void jump_push_off_ladder_stub();
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// On SP this is already unlocked
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static void jump_start_stub();
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static void jump_check_stub();
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static void jump_apply_slowdown_stub(game::native::playerState_s* ps);
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static float jump_get_land_factor(game::native::playerState_s* ps);
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@ -63,6 +70,11 @@ 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 jump_start_stub();
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static void patch_mp();
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static void patch_sp();
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};
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