#include #include "loader/component_loader.hpp" #include "dvars.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include "dvars.hpp" #include #include #include namespace gameplay { namespace { utils::hook::detour stuck_in_client_hook; void stuck_in_client_stub(void* entity) { if (dvars::bg_playerEjection->current.enabled) { stuck_in_client_hook.invoke(entity); } } void* bg_bounces_stub() { return utils::hook::assemble([](utils::hook::assembler& a) { const auto no_bounce = a.newLabel(); const auto loc_70FB6F = a.newLabel(); a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::bg_bounces))); a.mov(al, byte_ptr(rax, 0x10)); a.cmp(ptr(rbp, -0x66), al); a.pop(rax); a.jz(no_bounce); a.jmp(0x14070FBF0); a.bind(no_bounce); a.cmp(ptr(rsp, 0x44), r14d); a.jnz(loc_70FB6F); a.jmp(0x14070FBE1); a.bind(loc_70FB6F); a.jmp(0x14070FB6F); }); } int get_gravity() { return static_cast(game::BG_GetGravity()); } void* bg_gravity_stub() { return utils::hook::assemble([](utils::hook::assembler& a) { // do moveSpeedScaleMultiplier first (xmm0) a.call(0x140BB3030); a.mov(ptr(rdi, 0x32C), eax); // get bg_gravity as int a.pushad64(); a.push(rdi); a.call_aligned(get_gravity); a.pop(rdi); a.mov(dword_ptr(rdi, 0x78), eax); a.popad64(); a.jmp(0x140AFA342); }); } void* g_speed_stub() { return utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&*reinterpret_cast(0x143C98330)))); a.mov(eax, dword_ptr(rax, 0x10)); a.mov(dword_ptr(rdi, 0x7C), eax); a.pop(rax); // original code a.mov(eax, ptr(rdi, 0x1FD4)); a.add(eax, ptr(rdi, 0x1FD0)); a.jmp(0x140AFB1EC); }); } void cg_calculate_weapon_movement_debug_stub(game::cg_s* glob, float* origin) { // CG_View_CalcFovCompensation float value = utils::hook::invoke(0x140889B60, glob, origin); // Initialize values float valueX = -6.0f * value; float valueY = 0.0f * value; float valueZ = 0.0f * value; // Apply values origin[0] += valueX * glob->viewModelAxis[0][0]; origin[1] += valueX * glob->viewModelAxis[0][1]; origin[2] += valueX * glob->viewModelAxis[0][2]; origin[0] += valueY * glob->viewModelAxis[1][0]; origin[1] += valueY * glob->viewModelAxis[1][1]; origin[2] += valueY * glob->viewModelAxis[1][2]; origin[0] += valueZ * glob->viewModelAxis[2][0]; origin[1] += valueZ * glob->viewModelAxis[2][1]; origin[2] += valueZ * glob->viewModelAxis[2][2]; // Apply dvar values origin[0] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][0]; origin[1] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][1]; origin[2] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][2]; origin[0] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][0]; origin[1] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][1]; origin[2] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][2]; origin[0] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][0]; origin[1] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][1]; origin[2] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][2]; } } class component final : public component_interface { public: void post_unpack() override { // Implement ejection dvar dvars::bg_playerEjection = game::Dvar_RegisterBool("bg_playerEjection", true, game::DVAR_FLAG_REPLICATED, "Flag whether player ejection is on or off"); stuck_in_client_hook.create(0x140AFD9B0, stuck_in_client_stub); // Implement bounces dvar dvars::bg_bounces = game::Dvar_RegisterBool("bg_bounces", false, game::DVAR_FLAG_REPLICATED, "Enables bounces"); utils::hook::jump(0x14070FBB7, bg_bounces_stub(), true); // Modify gravity dvar dvars::override::register_float("bg_gravity", 800, 0, 1000, 0xC0 | game::DVAR_FLAG_REPLICATED); utils::hook::nop(0x140AFA330, 18); utils::hook::jump(0x140AFA330, bg_gravity_stub(), true); // Modify speed dvar dvars::override::register_int("g_speed", 190, 0x80000000, 0x7FFFFFFF, 0xC0 | game::DVAR_FLAG_REPLICATED); utils::hook::nop(0x140AFB1DF, 13); utils::hook::jump(0x140AFB1DF, g_speed_stub(), true); // Implement gun position dvars dvars::cg_gun_x = game::Dvar_RegisterFloat("cg_gun_x", 0.0f, -800.0f, 800.0f, game::DvarFlags::DVAR_FLAG_NONE, "Forward position of the viewmodel"); dvars::cg_gun_y = game::Dvar_RegisterFloat("cg_gun_y", 0.0f, -800.0f, 800.0f, game::DvarFlags::DVAR_FLAG_NONE, "Right position of the viewmodel"); dvars::cg_gun_z = game::Dvar_RegisterFloat("cg_gun_z", 0.0f, -800.0f, 800.0f, game::DvarFlags::DVAR_FLAG_NONE, "Up position of the viewmodel"); utils::hook::jump(0x1408D5930, cg_calculate_weapon_movement_debug_stub); } }; } REGISTER_COMPONENT(gameplay::component)