502 lines
18 KiB
C++
502 lines
18 KiB
C++
#include <std_include.hpp>
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#include <loader/module_loader.hpp>
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#include <utils/hook.hpp>
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#include "game/game.hpp"
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#include "player_movement.hpp"
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const game::native::dvar_t* player_movement::player_sustainAmmo;
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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_bouncesAllAngles;
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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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const game::native::dvar_t* player_movement::pm_rocketJump;
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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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DWORD player_movement::jump_get_step_height_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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{
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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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__declspec(naked) void player_movement::pm_step_slide_move_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::pm_bounces
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cmp byte ptr [eax + 0xC], 1
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pop eax
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// Bounce if enabled is true
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je bounce
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// Code hook skipped
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cmp dword ptr [esp + 0x24], 0
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jnz dont_bounce
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bounce:
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jmp bounce_addr
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dont_bounce:
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jmp dont_bounce_addr
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}
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}
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int player_movement::stuck_in_client_stub(game::native::gentity_s* self)
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{
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if (player_movement::pm_playerEjection->current.enabled)
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{
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return reinterpret_cast<int(*)(game::native::gentity_s*)>(0x4F8930)(self);
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}
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return 0;
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}
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void player_movement::cm_transformed_capsule_trace_stub(game::native::trace_t* results, const float* start,
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const float* end, const game::native::Bounds* bounds, const game::native::Bounds* capsule, int contents,
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const float* origin, const float* angles)
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{
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if (player_movement::pm_playerCollision->current.enabled)
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{
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game::native::CM_TransformedCapsuleTrace(results, start, end,
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bounds, capsule, contents, origin, angles);
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}
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}
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game::native::gentity_s* player_movement::weapon_rocket_launcher_fire_stub(game::native::gentity_s* ent,
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const game::native::Weapon weapon, float spread, game::native::weaponParms* wp, const float* gun_vel,
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game::native::missileFireParms* fire_parms, game::native::missileFireParms* magic_bullet)
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{
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auto* result = game::native::Weapon_RocketLauncher_Fire(ent, weapon, spread, wp,
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gun_vel, fire_parms, magic_bullet);
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if (ent->client != nullptr && player_movement::pm_rocketJump->current.enabled)
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{
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ent->client->ps.velocity[0] += (0 - wp->forward[0]) * 64.0f;
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ent->client->ps.velocity[1] += (0 - wp->forward[1]) * 64.0f;
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ent->client->ps.velocity[2] += (0 - wp->forward[2]) * 64.0f;
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}
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return result;
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}
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void player_movement::pm_player_trace_stub(game::native::pmove_t* pm, game::native::trace_t* results,
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const float* start, const float* end, const game::native::Bounds* bounds, int pass_entity_num, int content_mask)
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{
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game::native::PM_playerTrace(pm, results, start, end, bounds, pass_entity_num, content_mask);
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if (player_movement::pm_elevators->current.enabled)
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{
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results->startsolid = false;
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}
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}
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void player_movement::pm_trace_stub(const game::native::pmove_t* pm, game::native::trace_t* results,
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const float* start, const float* end, const game::native::Bounds* bounds, int pass_entity_num, int content_mask)
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{
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game::native::PM_trace(pm, results, start, end, bounds, pass_entity_num, content_mask);
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if (player_movement::pm_elevators->current.enabled)
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{
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results->allsolid = false;
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}
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}
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__declspec(naked) void player_movement::jump_push_off_ladder_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_ladderPushVel
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fld dword ptr [eax + 0xC]
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pop eax
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jmp push_off_ladder_addr
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}
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}
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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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push eax
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mov eax, player_movement::jump_height
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fld dword ptr [eax + 0xC]
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pop eax
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push 0x41696F
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retn
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}
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}
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void player_movement::jump_apply_slowdown_stub(game::native::playerState_s* ps)
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{
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assert(ps->pm_flags & game::native::PMF_JUMPING);
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auto scale = 1.0f;
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if (ps->pm_time <= game::native::JUMP_LAND_SLOWDOWN_TIME)
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{
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if (ps->pm_time == 0)
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{
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const auto height = ps->jumpOriginZ + 18.0f;
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if (height <= ps->origin[2])
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{
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scale = 0.5f;
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ps->pm_time = 1200;
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}
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else
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{
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scale = 0.65f;
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ps->pm_time = game::native::JUMP_LAND_SLOWDOWN_TIME;
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}
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}
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}
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else
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{
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game::native::Jump_ClearState(ps);
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scale = 0.65f;
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}
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if ((ps->pm_flags & game::native::PMF_DIVING) == 0
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&& player_movement::jump_slowdownEnable->current.enabled)
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{
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game::native::VectorScale(ps->velocity, scale, ps->velocity);
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}
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}
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float player_movement::jump_get_land_factor(game::native::playerState_s* ps)
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{
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assert(ps->pm_flags & game::native::PMF_JUMPING);
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assert(ps->pm_time <= game::native::JUMP_LAND_SLOWDOWN_TIME);
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if (!player_movement::jump_slowdownEnable->current.enabled
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|| (ps->pm_flags & game::native::PMF_DIVING) != 0)
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{
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return 1.0f;
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}
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if (ps->pm_time < 1700)
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{
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return (ps->pm_time * 1.5f * 0.000588f) + 1.0f;
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}
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return 2.5f;
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}
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__declspec(naked) void player_movement::jump_get_land_factor_stub()
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{
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__asm
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{
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pushad
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push eax // ps
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call player_movement::jump_get_land_factor
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add esp, 4
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popad
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ret
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}
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}
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__declspec(naked) void player_movement::pm_crash_land_stub_mp()
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{
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static DWORD func = 0x41E6B0;
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__asm
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{
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push eax
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mov eax, player_movement::jump_enableFallDamage
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cmp byte ptr [eax + 0xC], 0
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pop eax
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// If disabled just return
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jz skip_crash
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// Arguments are in the registers
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call func
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skip_crash:
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ret
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}
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}
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__declspec(naked) void player_movement::pm_crash_land_stub_sp()
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{
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static DWORD func = 0x6405A0;
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__asm
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{
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push eax
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mov eax, player_movement::jump_enableFallDamage
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cmp byte ptr [eax + 0xC], 0
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pop eax
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// If disabled just return
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jz skip_crash
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// ps is in the esi register
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push [esp + 0x4] // pml
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call func
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add esp, 4
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skip_crash:
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ret
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}
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}
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__declspec(naked) void player_movement::jump_get_step_height_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_stepSize
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fld dword ptr [eax + 0xC]
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pop eax
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jmp jump_get_step_height_addr
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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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void player_movement::pm_project_velocity_stub(const float* vel_in, const float* normal, float* vel_out)
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{
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const auto length_squared_2d = vel_in[0] * vel_in[0] + vel_in[1] * vel_in[1];
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if (std::fabsf(normal[2]) < 0.001f || length_squared_2d == 0.0f)
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{
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vel_out[0] = vel_in[0];
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vel_out[1] = vel_in[1];
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vel_out[2] = vel_in[2];
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return;
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}
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auto new_z = vel_in[0] * normal[0] + vel_in[1] * normal[1];
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new_z = -new_z / normal[2];
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const auto length_scale = std::sqrtf((vel_in[2] * vel_in[2] + length_squared_2d) /
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(new_z * new_z + length_squared_2d));
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if (player_movement::pm_bouncesAllAngles->current.enabled == true
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|| (length_scale < 1.f || new_z < 0.f || vel_in[2] > 0.f))
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{
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vel_out[0] = vel_in[0] * length_scale;
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vel_out[1] = vel_in[1] * length_scale;
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vel_out[2] = new_z * length_scale;
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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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const game::native::dvar_t* player_movement::dvar_register_jump_ladder_push_vel(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_ladderPushVel = 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_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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player_movement::jump_slowdownEnable = game::native::Dvar_RegisterBool(dvar_name,
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value, game::native::DVAR_CODINFO, description);
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return player_movement::jump_slowdownEnable;
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}
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const game::native::dvar_t* player_movement::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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{
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player_movement::jump_height = 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_height;
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}
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void player_movement::patch_mp()
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{
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player_movement::pm_playerEjection = game::native::Dvar_RegisterBool("pm_playerEjection",
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true, game::native::DVAR_CODINFO, "Push intersecting players away from each other");
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player_movement::pm_rocketJump = game::native::Dvar_RegisterBool("pm_rocketJump",
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false, game::native::DVAR_CODINFO, "CoD4 rocket jumps");
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// Un-Cheat the dvars
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utils::hook(0x418D9C, &player_movement::dvar_register_player_sustain_ammo, HOOK_CALL).install()->quick();
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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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utils::hook(0x42AE95, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x424D51, &player_movement::pm_step_slide_move_stub, HOOK_JUMP).install()->quick();
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utils::hook(0x4F9EFB, &player_movement::stuck_in_client_stub, HOOK_CALL).install()->quick(); // ClientEndFrame
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utils::hook(0x57CF45, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
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utils::hook(0x482C1B, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
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utils::hook(0x530CCB, &player_movement::weapon_rocket_launcher_fire_stub, HOOK_CALL).install()->quick(); // FireWeapon
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utils::hook(0x422861, &player_movement::pm_player_trace_stub, HOOK_CALL).install()->quick(); // PM_JitterPoint
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utils::hook(0x4228B5, &player_movement::pm_player_trace_stub, HOOK_CALL).install()->quick(); // PM_JitterPoint
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utils::hook(0x41F995, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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utils::hook(0x41F8D8, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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utils::hook(0x41F941, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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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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// 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(0x41613F, &player_movement::jump_get_step_height_stub, HOOK_JUMP).install()->quick(); // PM_StepSlideMove
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utils::hook::nop(0x416144, 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(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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utils::hook(0x424E0A, &player_movement::pm_project_velocity_stub, HOOK_CALL).install()->quick(); // PM_StepSlideMove
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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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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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utils::hook(0x6484E2, &player_movement::pm_weapon_use_ammo, HOOK_CALL).install()->quick();
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utils::hook(0x43D918, &player_movement::pm_step_slide_move_stub, HOOK_JUMP).install()->quick();
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utils::hook(0x41F9A6, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // SV_ClipMoveToEntity
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utils::hook(0x57B14F, &player_movement::cm_transformed_capsule_trace_stub, HOOK_CALL).install()->quick(); // CG_ClipMoveToEntity
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utils::hook(0x643F84, &player_movement::pm_player_trace_stub, HOOK_CALL).install()->quick(); // PM_JitterPoint
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utils::hook(0x643FDB, &player_movement::pm_player_trace_stub, HOOK_CALL).install()->quick(); // PM_JitterPoint
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utils::hook(0x64181A, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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utils::hook(0x641701, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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utils::hook(0x6417A9, &player_movement::pm_trace_stub, HOOK_CALL).install()->quick(); // PM_CheckDuck
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utils::hook(0x63EA46, player_movement::jump_push_off_ladder_stub, HOOK_JUMP).install()->quick(); // Jump_Check
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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(0x48C1DC, &player_movement::jump_get_step_height_stub, HOOK_JUMP).install()->quick(); // PM_StepSlideMove
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utils::hook::nop(0x48C1E1, 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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utils::hook(0x43D9D1, &player_movement::pm_project_velocity_stub, HOOK_CALL).install()->quick(); // PM_StepSlideMove
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}
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void player_movement::post_load()
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{
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// Un-cheat missileMacross. It seems it retained its functionality
|
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utils::hook::set<BYTE>(SELECT_VALUE(0x44DFED, 0x50DDDD, 0x48C16F), 0x0);
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if (game::is_dedi())
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{
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return;
|
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}
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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::jump_get_step_height_addr = SELECT_VALUE(0x48C1E2, 0x416145, 0x0);
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|
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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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player_movement::pm_bouncesAllAngles = game::native::Dvar_RegisterBool("pm_bouncesAllAngles", false,
|
|
game::native::dvar_flags::DVAR_CODINFO, "Force bounces from all angles");
|
|
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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|
}
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|
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REGISTER_MODULE(player_movement);
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