add weapon inspect and actionslot 8
This commit is contained in:
parent
99db27c36d
commit
c532fabff7
@ -1,150 +0,0 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace binding
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{
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namespace
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{
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std::vector<std::string> custom_binds = {};
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utils::hook::detour cl_execute_key_hook;
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int get_num_keys()
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{
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return 118;
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}
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int key_write_bindings_to_buffer_stub(int, char* buffer, const int buffer_size)
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{
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auto bytes_used = 0;
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const auto buffer_size_align = static_cast<std::int32_t>(buffer_size) - 4;
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for (auto key_index = 0; key_index < 256; ++key_index)
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{
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const auto* const key_button = game::Key_KeynumToString(key_index, 0, 1);
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auto value = game::playerKeys->keys[key_index].binding;
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if (value && value < get_num_keys())
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{
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const auto len = sprintf_s(&buffer[bytes_used], (buffer_size_align - bytes_used),
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"bind %s \"%s\"\n", key_button, game::command_whitelist[value]);
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if (len < 0)
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{
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return bytes_used;
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}
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bytes_used += len;
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}
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else if (value >= get_num_keys())
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{
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value -= get_num_keys();
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if (static_cast<size_t>(value) < custom_binds.size() && !custom_binds[value].empty())
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{
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const auto len = sprintf_s(&buffer[bytes_used], (buffer_size_align - bytes_used),
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"bind %s \"%s\"\n", key_button, custom_binds[value].data());
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if (len < 0)
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{
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return bytes_used;
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}
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bytes_used += len;
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}
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}
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}
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buffer[bytes_used] = 0;
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return bytes_used;
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}
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int get_binding_for_custom_command(const char* command)
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{
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auto index = 0;
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for (auto& bind : custom_binds)
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{
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if (bind == command)
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{
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return index;
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}
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index++;
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}
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custom_binds.emplace_back(command);
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index = static_cast<unsigned int>(custom_binds.size()) - 1;
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return index;
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}
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int key_get_binding_for_cmd_stub(const char* command)
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{
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// original binds
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for (auto i = 0; i < get_num_keys(); i++)
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{
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if (game::command_whitelist[i] && !strcmp(command, game::command_whitelist[i]))
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{
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return i;
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}
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}
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// custom binds
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return get_num_keys() + get_binding_for_custom_command(command);
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}
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std::optional<std::string> get_custom_binding_for_key(int key)
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{
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key -= get_num_keys();
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if (static_cast<size_t>(key) < custom_binds.size() && !custom_binds[key].empty())
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{
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return { custom_binds[key] };
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}
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return {};
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}
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void cl_execute_key_stub(const int local_client_num, int key, const int down, const unsigned int time)
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{
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if (key >= get_num_keys())
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{
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const auto bind = get_custom_binding_for_key(key);
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if (!bind.has_value())
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{
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return;
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}
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return game::Cbuf_AddText(local_client_num, utils::string::va("%s\n", bind.value().data()));
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}
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cl_execute_key_hook.invoke<void>(local_client_num, key, down, time);
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_dedi())
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{
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return;
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}
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// write all bindings to config file
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utils::hook::jump(0x9A9F70_b, key_write_bindings_to_buffer_stub);
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// links a custom command to an index
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utils::hook::jump(0x9A8EA0_b, key_get_binding_for_cmd_stub);
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// execute custom binds
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cl_execute_key_hook.create(0x32A3B0_b, &cl_execute_key_stub);
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}
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};
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}
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REGISTER_COMPONENT(binding::component)
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@ -6,13 +6,20 @@
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#include "game_console.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace input
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{
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namespace
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{
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std::vector<std::string> custom_binds = {};
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utils::hook::detour cl_char_event_hook;
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utils::hook::detour cl_key_event_hook;
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utils::hook::detour cl_execute_key_hook;
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utils::hook::detour key_get_binding_for_key_hook;
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int key_get_binding_for_cmd_stub(const char* command);
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void cl_char_event_stub(const int local_client_num, const int key)
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{
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@ -32,6 +39,133 @@ namespace input
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}
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cl_key_event_hook.invoke<void>(local_client_num, key, down);
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const auto key_catchers = *game::keyCatchers;
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if (key_catchers != 0)
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{
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return;
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}
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auto binding = game::playerKeys->keys[key].binding;
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static const auto binding1 = key_get_binding_for_cmd_stub("+actionslot 8");
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if (binding == binding1)
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{
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if (!down)
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{
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binding = binding + 1;
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}
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utils::hook::invoke<void>(0x35DFB0_b, local_client_num, binding, key, 1); // CL_InputMP_ExecBinding
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}
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}
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int get_num_keys()
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{
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return 118;
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}
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int key_write_bindings_to_buffer_stub(int, char* buffer, const int buffer_size)
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{
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auto bytes_used = 0;
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const auto buffer_size_align = static_cast<std::int32_t>(buffer_size) - 4;
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for (auto key_index = 0; key_index < 256; ++key_index)
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{
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const auto* const key_button = game::Key_KeynumToString(key_index, 0, 1);
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auto value = game::playerKeys->keys[key_index].binding;
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if (value && value < get_num_keys())
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{
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const auto len = sprintf_s(&buffer[bytes_used], (buffer_size_align - bytes_used),
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"bind %s \"%s\"\n", key_button, game::command_whitelist[value]);
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if (len < 0)
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{
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return bytes_used;
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}
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bytes_used += len;
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}
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else if (value >= get_num_keys())
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{
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value -= get_num_keys();
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if (static_cast<size_t>(value) < custom_binds.size() && !custom_binds[value].empty())
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{
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const auto len = sprintf_s(&buffer[bytes_used], (buffer_size_align - bytes_used),
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"bind %s \"%s\"\n", key_button, custom_binds[value].data());
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if (len < 0)
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{
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return bytes_used;
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}
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bytes_used += len;
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}
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}
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}
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buffer[bytes_used] = 0;
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return bytes_used;
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}
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int get_binding_for_custom_command(const char* command)
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{
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auto index = 0;
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for (auto& bind : custom_binds)
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{
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if (bind == command)
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{
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return index;
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}
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index++;
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}
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custom_binds.emplace_back(command);
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index = static_cast<unsigned int>(custom_binds.size()) - 1;
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return index;
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}
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int key_get_binding_for_cmd_stub(const char* command)
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{
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// original binds
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for (auto i = 0; i < get_num_keys(); i++)
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{
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if (game::command_whitelist[i] && !strcmp(command, game::command_whitelist[i]))
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{
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return i;
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}
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}
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// custom binds
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return get_num_keys() + get_binding_for_custom_command(command);
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}
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std::optional<std::string> get_custom_binding_for_key(int key)
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{
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key -= get_num_keys();
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if (static_cast<size_t>(key) < custom_binds.size() && !custom_binds[key].empty())
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{
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return { custom_binds[key] };
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}
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return {};
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}
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void cl_execute_key_stub(const int local_client_num, int key, const int down, const unsigned int time)
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{
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if (key >= get_num_keys())
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{
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const auto bind = get_custom_binding_for_key(key);
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if (!bind.has_value())
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{
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return;
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}
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return game::Cbuf_AddText(local_client_num, utils::string::va("%s\n", bind.value().data()));
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}
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cl_execute_key_hook.invoke<void>(local_client_num, key, down, time);
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}
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}
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@ -47,6 +181,18 @@ namespace input
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cl_char_event_hook.create(0x9A7350_b, cl_char_event_stub);
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cl_key_event_hook.create(0x9A7980_b, cl_key_event_stub);
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custom_binds.push_back("+actionslot 8");
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custom_binds.push_back("-actionslot 8");
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// write all bindings to config file
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utils::hook::jump(0x9A9F70_b, key_write_bindings_to_buffer_stub);
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// links a custom command to an index
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utils::hook::jump(0x9A8EA0_b, key_get_binding_for_cmd_stub);
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// execute custom binds
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cl_execute_key_hook.create(0x32A3B0_b, &cl_execute_key_stub);
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}
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};
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}
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318
src/client/component/weapon.cpp
Normal file
318
src/client/component/weapon.cpp
Normal file
@ -0,0 +1,318 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include "command.hpp"
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#include "console/console.hpp"
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#include "scheduler.hpp"
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#include "gsc/script_extension.hpp"
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#include "gsc/script_error.hpp"
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#include <utils/hook.hpp>
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#define WEAP_ANIM_INSPECT WEAP_ANIM_RELOAD_MULTIPLE_FAST_8
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#define WEAP_STATE_INSPECT 34 // night vision wear?
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#define WEAP_FLAG2_INSPECT 0x4
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namespace weapon
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{
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namespace
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{
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#ifdef DEBUG
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template <typename T>
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void set_weapon_field(const std::string& weapon_name, unsigned int field, T value)
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{
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auto weapon = game::DB_FindXAssetHeader(game::ASSET_TYPE_WEAPON, weapon_name.data(), false).weapon;
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if (weapon)
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{
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if (field && field < (sizeof(game::WeaponDef)))
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{
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*reinterpret_cast<T*>(reinterpret_cast<std::uintptr_t>(weapon->weapDef) + field) = value;
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}
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else
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{
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console::warn("weapon field: %d is higher than the size of weapon struct!\n", field);
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}
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}
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else
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{
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console::warn("weapon %s not found!\n", weapon_name.data());
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}
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}
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void set_weapon_field_float(const std::string& weapon_name, unsigned int field, float value)
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{
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set_weapon_field<float>(weapon_name, field, value);
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}
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void set_weapon_field_int(const std::string& weapon_name, unsigned int field, int value)
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{
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set_weapon_field<int>(weapon_name, field, value);
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}
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void set_weapon_field_bool(const std::string& weapon_name, unsigned int field, bool value)
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{
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set_weapon_field<bool>(weapon_name, field, value);
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}
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#endif
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game::WeaponDef* GetWeaponDef(unsigned __int16* weapon)
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{
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game::symbol<game::WeaponDef*> bg_weaponDefs{ 0x5210120 };
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auto* weapon_def = bg_weaponDefs[*weapon];
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return weapon_def;
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}
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int XAnimPartsGetLengthMsec(game::XAnimParts* parts)
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{
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return (int)(((float)parts->numframes / parts->framerate) * 1000.0f);
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}
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bool HasAnimState(int num, int compare)
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{
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return (num == compare || (num | 0x80) == compare);
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}
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int BG_GetWeaponInspectTime(game::playerState_s* ps, unsigned __int16* weapon, char isAlternate, char isDualWielding)
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{
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int result = 0;
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auto* weapon_def = GetWeaponDef(weapon);
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if (!weapon_def->szXAnims)
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{
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return result;
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}
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result = weapon_def->szXAnims->pad;
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if (!result)
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{
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if (weapon_def->szXAnims->anims[game::WEAP_ANIM_INSPECT])
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{
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result = XAnimPartsGetLengthMsec(weapon_def->szXAnims->anims[game::WEAP_ANIM_INSPECT]) + 33;
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}
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}
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return result;
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}
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utils::hook::detour CG_Weapons_GetWeaponAnimRate_hook;
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float CG_Weapons_GetWeaponAnimRate_stub(int localClientNum, game::playerState_s* ps, int hand, __int64* weapon, unsigned __int8 isAlternate,
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unsigned __int8 isDualWielding, game::XAnim_s* anims, game::weapAnimFiles_t animIndex, game::weapAnimFiles_t animIndex2)
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{
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// inspect animation time
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if (animIndex == game::WEAP_ANIM_INSPECT)
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{
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animIndex2 = animIndex;
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auto time = BG_GetWeaponInspectTime(ps, (unsigned __int16*)weapon, isAlternate, isDualWielding);
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if (!time)
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return 0.0f;
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auto anim_time = game::XAnimGetLengthMsec(anims, animIndex2);
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return (float)anim_time / (float)time;
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}
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return CG_Weapons_GetWeaponAnimRate_hook.invoke<float>(localClientNum, ps, hand, weapon,
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isAlternate, isDualWielding, anims, animIndex, animIndex2);
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}
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utils::hook::detour BG_MapWeaponAnimStateToAnimIndex_hook;
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game::weapAnimFiles_t BG_MapWeaponAnimStateToAnimIndex_stub(__int64 a1, game::playerState_s* ps, int animState, __int64* weapon, unsigned __int8 isAlternate,
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int handIndex, unsigned __int8 pmoveHandler)
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{
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if (HasAnimState(game::WEAP_INSPECT, animState) && ps->weapState[handIndex].weaponState == WEAP_STATE_INSPECT)
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{
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return game::WEAP_ANIM_INSPECT;
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}
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return BG_MapWeaponAnimStateToAnimIndex_hook.invoke<game::weapAnimFiles_t>(a1, ps, animState, weapon, isAlternate, handIndex, pmoveHandler);
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}
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bool BG_GetWeaponInspectEnabled()
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{
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return true;
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}
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void PM_Weap_Inspect(game::pmove_t* pm, game::playerState_s* ps, unsigned short* weapon, int hand)
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{
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if (pm->ps->weapState[hand].weaponState != game::WEAPON_READY)
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{
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return;
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}
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if (pm->ps->weapState[hand].weaponState == WEAP_STATE_INSPECT)
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{
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return;
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}
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if (!game::BG_ViewModelAnimExists(pm->ps, game::WEAP_ANIM_INSPECT, hand, pm->handler))
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{
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return;
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}
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ps->weapState[hand].weaponState = WEAP_STATE_INSPECT;
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ps->weapState[hand].weaponTime = BG_GetWeaponInspectTime(ps, weapon, false, false);
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ps->weapState[hand].weaponDelay = 0;
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if (ps->pm_type < 7)
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ps->weapState[hand].weapAnim = ~(unsigned __int8)ps->weapState[hand].weapAnim & 0x80 | game::WEAP_INSPECT;
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//PM_BuildWeaponAnimArrays(*(__int64*)((char*)pm + 568), pm->ps, *(char*)((char*)pm + 576));
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}
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void PM_Weapon_CheckForInspect(game::pmove_t* pm, game::pml_t* pml)
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{
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if ((pm->ps->weapFlags[1] & WEAP_FLAG2_INSPECT) != 0)
|
||||
{
|
||||
pm->ps->weapFlags[1] = ~pm->ps->weapFlags[1] & WEAP_FLAG2_INSPECT;
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!BG_GetWeaponInspectEnabled())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
auto v3 = *(__int64*)((char*)pm + 568) + 16i64 * *(unsigned __int16*)((char*)pm->ps + 2176);
|
||||
unsigned short* weapon = (unsigned short*)((char*)v3 + 10);
|
||||
|
||||
unsigned int hand = 0;
|
||||
if (game::BG_PlayerLastWeaponHandForViewWeapon(weapon, pm->ps) >= 0)
|
||||
{
|
||||
do
|
||||
{
|
||||
PM_Weap_Inspect(pm, pm->ps, weapon, hand++);
|
||||
} while (hand <= game::BG_PlayerLastWeaponHandForViewWeapon(weapon, pm->ps));
|
||||
}
|
||||
}
|
||||
|
||||
utils::hook::detour PM_Weapon_Check_hook;
|
||||
void PM_Weapon_Check_stub(game::pmove_t* pm, game::pml_t* pml)
|
||||
{
|
||||
PM_Weapon_Check_hook.invoke<void>(pm, pml);
|
||||
|
||||
PM_Weapon_CheckForInspect(pm, pml);
|
||||
}
|
||||
|
||||
utils::hook::detour PM_Weapon_IsInInterruptibleState_hook;
|
||||
bool PM_Weapon_IsInInterruptibleState_stub(__int64 weaponMap, game::playerState_s* ps, unsigned int hand, unsigned __int8 pmoveHandler)
|
||||
{
|
||||
auto result = PM_Weapon_IsInInterruptibleState_hook.invoke<bool>(weaponMap, ps, hand, pmoveHandler);
|
||||
|
||||
if (HasAnimState(game::WEAP_INSPECT, ps->weapState[hand].weapAnim) && ps->weapState[hand].weaponState == WEAP_STATE_INSPECT)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
utils::hook::detour PM_WeaponProcessState_hook;
|
||||
unsigned int PM_WeaponProcessState_stub(game::pmove_t* pm, game::pml_t* pml, unsigned int delayedAction, int hand, unsigned __int8 interruptable)
|
||||
{
|
||||
if (HasAnimState(game::WEAP_INSPECT, pm->ps->weapState[hand].weapAnim) && pm->ps->weapState[hand].weaponState == WEAP_STATE_INSPECT)
|
||||
{
|
||||
if (pm->ps->weapState[hand].weaponTime > 0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
pm->ps->weapState->weaponState = game::WEAPON_READY;
|
||||
if (pm->ps->pm_type < 7)
|
||||
pm->ps->weapState[hand].weapAnim = ~(unsigned __int8)pm->ps->weapState[hand].weapAnim & 0x80;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return PM_WeaponProcessState_hook.invoke<unsigned int>(pm, pml, delayedAction, hand, interruptable);
|
||||
}
|
||||
}
|
||||
|
||||
class component final : public component_interface
|
||||
{
|
||||
public:
|
||||
void post_unpack() override
|
||||
{
|
||||
if (game::environment::is_dedi())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
command::add("setWeaponFieldFloat", [](const command::params& params)
|
||||
{
|
||||
if (params.size() <= 3)
|
||||
{
|
||||
console::info("usage: setWeaponFieldInt <weapon> <field> <value>\n");
|
||||
return;
|
||||
}
|
||||
set_weapon_field_float(params.get(1), atoi(params.get(2)), static_cast<float>(atof(params.get(3))));
|
||||
});
|
||||
|
||||
command::add("setWeaponFieldInt", [](const command::params& params)
|
||||
{
|
||||
if (params.size() <= 3)
|
||||
{
|
||||
console::info("usage: setWeaponFieldInt <weapon> <field> <value>\n");
|
||||
return;
|
||||
}
|
||||
set_weapon_field_int(params.get(1), atoi(params.get(2)), static_cast<int>(atoi(params.get(3))));
|
||||
});
|
||||
|
||||
command::add("setWeaponFieldBool", [](const command::params& params)
|
||||
{
|
||||
if (params.size() <= 3)
|
||||
{
|
||||
console::info("usage: setWeaponFieldBool <weapon> <field> <value>\n");
|
||||
return;
|
||||
}
|
||||
set_weapon_field_bool(params.get(1), atoi(params.get(2)), static_cast<bool>(atoi(params.get(3))));
|
||||
});
|
||||
#endif
|
||||
|
||||
CG_Weapons_GetWeaponAnimRate_hook.create(0x932550_b, CG_Weapons_GetWeaponAnimRate_stub);
|
||||
BG_MapWeaponAnimStateToAnimIndex_hook.create(0x74A300_b, BG_MapWeaponAnimStateToAnimIndex_stub);
|
||||
PM_Weapon_Check_hook.create(0x723350_b, PM_Weapon_Check_stub);
|
||||
PM_Weapon_IsInInterruptibleState_hook.create(0x728210_b, PM_Weapon_IsInInterruptibleState_stub);
|
||||
PM_WeaponProcessState_hook.create(0x72C3B0_b, PM_WeaponProcessState_stub);
|
||||
|
||||
gsc::method::add("startweaponinspection", [](game::scr_entref_t ent_ref, const gsc::function_args& args)
|
||||
{
|
||||
auto* ent = game::GetEntity(ent_ref);
|
||||
if (!ent->client)
|
||||
{
|
||||
gsc::scr_error(utils::string::va("entity %i is not player", ent_ref));
|
||||
return scripting::script_value{};
|
||||
}
|
||||
|
||||
ent->client->ps.weapFlags[1] |= WEAP_FLAG2_INSPECT; // lets hope the game doesn't use this flag already...
|
||||
return scripting::script_value{};
|
||||
});
|
||||
|
||||
gsc::method::add("isinspectingweapon", [](game::scr_entref_t ent_ref, const gsc::function_args& args)
|
||||
{
|
||||
auto* ent = game::GetEntity(ent_ref);
|
||||
if (!ent->client)
|
||||
{
|
||||
gsc::scr_error(utils::string::va("entity %i is not player", ent_ref));
|
||||
return scripting::script_value{ false };
|
||||
}
|
||||
|
||||
if (ent->client->ps.weapState[0].weaponState == WEAP_STATE_INSPECT && HasAnimState(game::WEAP_INSPECT, ent->client->ps.weapState[0].weapAnim))
|
||||
{
|
||||
return scripting::script_value{ true };
|
||||
}
|
||||
return scripting::script_value{ false };
|
||||
});
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
REGISTER_COMPONENT(weapon::component)
|
@ -517,6 +517,42 @@ namespace game
|
||||
int time;
|
||||
};
|
||||
|
||||
struct XAnimParent
|
||||
{
|
||||
unsigned __int16 flags;
|
||||
unsigned __int16 children;
|
||||
};
|
||||
|
||||
union $1A6660B292B883AB62F4E15A2C35B0BF
|
||||
{
|
||||
game::XAnimParts* parts;
|
||||
XAnimParent animParent;
|
||||
};
|
||||
|
||||
struct XAnimEntry
|
||||
{
|
||||
char nodeType[1];
|
||||
char lod;
|
||||
unsigned __int16 numAnims;
|
||||
unsigned __int16 parent;
|
||||
unsigned __int16 bindingIndex;
|
||||
$1A6660B292B883AB62F4E15A2C35B0BF ___u2;
|
||||
};
|
||||
|
||||
struct XAnim_s
|
||||
{
|
||||
unsigned int size;
|
||||
bool initialized;
|
||||
bool dirtyBindings;
|
||||
unsigned __int16 numGameParameters;
|
||||
unsigned __int16 maxGameParameters;
|
||||
unsigned __int16 numBindings;
|
||||
unsigned __int16 maxBindings;
|
||||
const void** gameParameterNames;
|
||||
void* bindings;
|
||||
XAnimEntry entries[1];
|
||||
};
|
||||
|
||||
namespace entity
|
||||
{
|
||||
enum connstate_t : std::uint32_t
|
||||
@ -560,9 +596,134 @@ namespace game
|
||||
|
||||
assert_offsetof(entityState_t, clientNum, 156);
|
||||
|
||||
enum weaponstate_t : std::int32_t
|
||||
{
|
||||
WEAPON_READY = 0,
|
||||
WEAPON_RAISING = 1,
|
||||
WEAPON_RAISING_ALTSWITCH = 2,
|
||||
WEAPON_RAISING_ALTSWITCH_ADS = 3,
|
||||
};
|
||||
|
||||
enum WeaponAnimNumber : std::int32_t
|
||||
{
|
||||
WEAP_IDLE = 0,
|
||||
WEAP_FORCE_IDLE = 1,
|
||||
WEAP_ATTACK = 2,
|
||||
WEAP_ATTACK_LASTSHOT = 3,
|
||||
WEAP_RECHAMBER = 4,
|
||||
WEAP_ADS_ATTACK = 5,
|
||||
WEAP_ADS_ATTACK_LASTSHOT = 6,
|
||||
WEAP_ADS_RECHAMBER = 7,
|
||||
WEAP_GRENADE_PRIME = 8,
|
||||
WEAP_GRENADE_PRIME_READY_TO_THROW = 9,
|
||||
WEAP_MELEE_SWIPE = 10,
|
||||
WEAP_MELEE_HIT = 11,
|
||||
WEAP_MELEE_FATAL = 12,
|
||||
WEAP_MELEE_MISS = 13,
|
||||
WEAP_MELEE_VICTIM_CROUCHING_HIT = 14,
|
||||
WEAP_MELEE_VICTIM_CROUCHING_FATAL = 15,
|
||||
WEAP_MELEE_VICTIM_CROUCHING_MISS = 16,
|
||||
WEAP_DROP = 17,
|
||||
WEAP_RAISE = 18,
|
||||
WEAP_FIRST_RAISE = 19,
|
||||
WEAP_RELOAD = 20,
|
||||
WEAP_RELOAD_EMPTY = 21,
|
||||
WEAP_RELOAD_START = 22,
|
||||
WEAP_RELOAD_END = 23,
|
||||
WEAP_ALTSWITCHFROM = 24,
|
||||
WEAP_ALTSWITCHFROM_ADS = 25,
|
||||
WEAP_ALTSWITCHFROM_AKIMBO = 26,
|
||||
WEAP_ALTSWITCHTO = 27,
|
||||
WEAP_ALTSWITCHTO_ADS = 28,
|
||||
WEAP_ALTSWITCHTO_AKIMBO = 29,
|
||||
WEAP_QUICK_DROP = 30,
|
||||
WEAP_QUICK_RAISE = 31,
|
||||
WEAP_EMPTY_DROP = 32,
|
||||
WEAP_EMPTY_RAISE = 33,
|
||||
WEAP_SPRINT_IN = 34,
|
||||
WEAP_SPRINT_IN_CANCEL = 35,
|
||||
WEAP_SPRINT_LOOP = 36,
|
||||
WEAP_SPRINT_OUT = 37,
|
||||
WEAP_STUNNED_START = 38,
|
||||
WEAP_STUNNED_LOOP = 39,
|
||||
WEAP_STUNNED_END = 40,
|
||||
WEAP_HOLD_FIRE = 41,
|
||||
WEAP_DETONATE = 42,
|
||||
WEAP_NIGHTVISION_WEAR = 43,
|
||||
WEAP_NIGHTVISION_REMOVE = 44,
|
||||
WEAP_BLAST_IMPACT_FRONT = 45,
|
||||
WEAP_BLAST_IMPACT_LEFT = 46,
|
||||
WEAP_BLAST_IMPACT_BACK = 47,
|
||||
WEAP_BLAST_IMPACT_RIGHT = 48,
|
||||
WEAP_SLIDE = 49,
|
||||
WEAP_SWIM_LOOP = 50,
|
||||
WEAP_DODGE = 51,
|
||||
WEAP_LEAP_IN = 52,
|
||||
WEAP_LEAP_LOOP = 53,
|
||||
WEAP_LEAP_OUT = 54,
|
||||
WEAP_LEAP_CANCEL = 55,
|
||||
WEAP_CHARGE_INT = 56,
|
||||
WEAP_CHARGE_LOOP = 57,
|
||||
WEAP_CHARGE_OUT = 58,
|
||||
WEAP_ADS_CHARGE_INT = 59,
|
||||
WEAP_ADS_CHARGE_LOOP = 60,
|
||||
WEAP_ADS_CHARGE_OUT = 61,
|
||||
WEAP_WALLRUN = 62,
|
||||
WEAP_INSPECT = 100, // custom added
|
||||
};
|
||||
|
||||
struct PlayerActiveWeaponState
|
||||
{
|
||||
int weapAnim;
|
||||
int weaponTime;
|
||||
int weaponDelay;
|
||||
int weaponRestrictKickTime;
|
||||
int weaponState;
|
||||
char __pad0[32];
|
||||
};
|
||||
assert_sizeof(PlayerActiveWeaponState, 52);
|
||||
assert_offsetof(PlayerActiveWeaponState, weapAnim, 0);
|
||||
assert_offsetof(PlayerActiveWeaponState, weaponTime, 4);
|
||||
assert_offsetof(PlayerActiveWeaponState, weaponDelay, 8);
|
||||
assert_offsetof(PlayerActiveWeaponState, weaponState, 16);
|
||||
|
||||
typedef int GameModeFlagValues[2];
|
||||
|
||||
struct playerState_s
|
||||
{
|
||||
int commandTime;
|
||||
int pm_type;
|
||||
char __pad0[1612];
|
||||
PlayerActiveWeaponState weapState[2];
|
||||
char __pad1[464];
|
||||
GameModeFlagValues weapFlags;
|
||||
};
|
||||
assert_offsetof(playerState_s, weapState, 1620);
|
||||
assert_offsetof(playerState_s, weapFlags, 2188);
|
||||
|
||||
struct pmove_t
|
||||
{
|
||||
void* unk;
|
||||
playerState_s* ps;
|
||||
char __pad0[560];
|
||||
unsigned char handler;
|
||||
};
|
||||
assert_offsetof(pmove_t, handler, 576);
|
||||
|
||||
struct pml_t
|
||||
{
|
||||
float forward[3];
|
||||
float right[3];
|
||||
float up[3];
|
||||
float frametime;
|
||||
int msec;
|
||||
};
|
||||
assert_offsetof(pml_t, msec, 40);
|
||||
|
||||
struct gclient_s
|
||||
{
|
||||
char __pad0[19376];
|
||||
playerState_s ps;
|
||||
char __pad0[17180];
|
||||
char name[32]; // 19376
|
||||
char __pad1[1516];
|
||||
int flags; // 20924
|
||||
|
@ -19,6 +19,8 @@ namespace game
|
||||
WEAK symbol<unsigned int(int handle, int num_param)> Scr_ExecThread{ 0xC0ACD0 };
|
||||
|
||||
WEAK symbol<float()> BG_GetGravity{ 0x68DD0 };
|
||||
WEAK game::symbol<unsigned int(unsigned short* weapon, game::playerState_s* ps)> BG_PlayerLastWeaponHandForViewWeapon{ 0x74B410 };
|
||||
WEAK game::symbol<bool(game::playerState_s* ps, game::weapAnimFiles_t anim, int hand, unsigned char pmoveHandler)> BG_ViewModelAnimExists{ 0x751200 };
|
||||
|
||||
WEAK symbol<void(errorParm code, const char* message, ...)> Com_Error{ 0xB8D830 };
|
||||
|
||||
@ -126,6 +128,7 @@ namespace game
|
||||
WEAK symbol<void(char* buffer)> FS_FreeFile{ 0xCDE1F0 };
|
||||
WEAK symbol<void(int h, const char* fmt, ...)> FS_Printf{ 0xCDD1C0 };
|
||||
|
||||
WEAK symbol<gentity_s* (scr_entref_t ent)> GetEntity{ 0xB50EA0 };
|
||||
WEAK symbol<unsigned int(unsigned int)> GetObjectType{ 0xC059E0 };
|
||||
WEAK symbol<unsigned int(unsigned int, unsigned int)> GetVariable{ 0xC05A90 };
|
||||
WEAK symbol<unsigned int(unsigned int parentId, unsigned int unsignedValue)> GetNewVariable{ 0xC05660 };
|
||||
@ -215,6 +218,10 @@ namespace game
|
||||
WEAK symbol<char* (const size_t size, unsigned int alignment, int type, int source)> PMem_AllocFromSource_NoDebug{ 0xCF0A90 };
|
||||
WEAK symbol<void(const char* name, int allocDir)> PMem_Free{ 0xCF10D0 };
|
||||
|
||||
WEAK game::symbol<bool(__int64 weaponMap, game::playerState_s* ps, unsigned int hand, unsigned char pmoveHandler)> PM_Weapon_IsInInterruptibleState{ 0x728210 };
|
||||
WEAK game::symbol<void(__int64 weaponMap, game::playerState_s* ps, unsigned char pmoveHandler)> PM_BuildWeaponAnimArrays{ 0x71AC50 };
|
||||
WEAK game::symbol<void(game::pmove_t* pm, int hand)> PM_Weapon_Idle{ 0x727910 };
|
||||
|
||||
WEAK symbol<unsigned int(unsigned int localId, const char* pos,
|
||||
unsigned int paramcount)> VM_Execute{ 0xC0CDB0 };
|
||||
|
||||
@ -229,6 +236,7 @@ namespace game
|
||||
WEAK symbol<int(unsigned int classnum, int entnum, int offset)> Scr_SetObjectField{ 0x40B6E0 };
|
||||
WEAK symbol<int()> Scr_GetInt{ 0xC0B950 };
|
||||
WEAK symbol<void()> Scr_ErrorInternal{ 0xC0AC30 };
|
||||
WEAK symbol<void(const char* str)> Scr_AllocGlobalString{ 0xC03C70 };
|
||||
|
||||
WEAK symbol<ScreenPlacement* ()> ScrPlace_GetViewPlacement{ 0x9E4090 };
|
||||
|
||||
@ -271,6 +279,8 @@ namespace game
|
||||
WEAK symbol<void(unsigned int localClientNum, const char** args)> UI_RunMenuScript{ 0xCC9710 };
|
||||
WEAK symbol<const char* (const char* string)> UI_SafeTranslateString{ 0xCC9790 };
|
||||
|
||||
WEAK game::symbol<float(game::XAnim_s* anims, unsigned int anim)> XAnimGetLengthMsec{ 0xD761C0 };
|
||||
|
||||
WEAK symbol<void* (jmp_buf* Buf, int Value)> longjmp{ 0x12C0758 };
|
||||
WEAK symbol<int(jmp_buf* Buf)> _setjmp{ 0x1423110 };
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user