iw7-mod/src/client/component/gameplay.cpp
2024-07-11 19:29:30 +03:00

172 lines
5.0 KiB
C++

#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "dvars.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "dvars.hpp"
#include <utils/nt.hpp>
#include <utils/hook.hpp>
#include <utils/flags.hpp>
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<void>(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<int64_t>(&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<int>(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<int64_t>(&*reinterpret_cast<game::dvar_t**>(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<float>(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)