#include #include "player_movement.hpp" #include "utils/hook.hpp" const game::native::dvar_t* player_movement::player_sustainAmmo; const game::native::dvar_t* player_movement::pm_bounces; 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) { if (!player_movement::player_sustainAmmo->current.enabled) { game::native::PM_WeaponUseAmmo(ps, weapon, is_alternate, amount, hand); } } __declspec(naked) void player_movement::pm_step_slide_move_stub_mp() { __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 0x424D58 retn 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 } } const game::native::dvar_t* player_movement::dvar_register_player_sustain_ammo(const char* dvar_name, bool value, unsigned __int16 /*flags*/, const char* description) { player_movement::player_sustainAmmo = game::native::Dvar_RegisterBool(dvar_name, value, game::native::DVAR_CODINFO, description); return player_movement::player_sustainAmmo; } void player_movement::patch_mp() { utils::hook(0x418D9C, &player_movement::dvar_register_player_sustain_ammo, 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(); } 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"); 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(); } void player_movement::post_load() { if (game::is_dedi()) { return; } player_movement::pm_bounces = game::native::Dvar_RegisterBool("pm_bounces", false, game::native::dvar_flags::DVAR_CODINFO, "CoD4 Bounces"); if (game::is_mp()) this->patch_mp(); else if (game::is_sp()) this->patch_sp(); } REGISTER_MODULE(player_movement);