172 lines
5.0 KiB
C++
172 lines
5.0 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "dvars.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include "dvars.hpp"
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#include <utils/nt.hpp>
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#include <utils/hook.hpp>
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#include <utils/flags.hpp>
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namespace gameplay
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{
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namespace
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{
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utils::hook::detour stuck_in_client_hook;
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void stuck_in_client_stub(void* entity)
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{
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if (dvars::bg_playerEjection->current.enabled)
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{
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stuck_in_client_hook.invoke<void>(entity);
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}
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}
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void* bg_bounces_stub()
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{
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return utils::hook::assemble([](utils::hook::assembler& a)
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{
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const auto no_bounce = a.newLabel();
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const auto loc_70FB6F = a.newLabel();
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&dvars::bg_bounces)));
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a.mov(al, byte_ptr(rax, 0x10));
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a.cmp(ptr(rbp, -0x66), al);
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a.pop(rax);
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a.jz(no_bounce);
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a.jmp(0x14070FBF0);
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a.bind(no_bounce);
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a.cmp(ptr(rsp, 0x44), r14d);
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a.jnz(loc_70FB6F);
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a.jmp(0x14070FBE1);
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a.bind(loc_70FB6F);
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a.jmp(0x14070FB6F);
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});
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}
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int get_gravity()
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{
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return static_cast<int>(game::BG_GetGravity());
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}
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void* bg_gravity_stub()
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{
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return utils::hook::assemble([](utils::hook::assembler& a)
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{
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// do moveSpeedScaleMultiplier first (xmm0)
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a.call(0x140BB3030);
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a.mov(ptr(rdi, 0x32C), eax);
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// get bg_gravity as int
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a.pushad64();
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a.push(rdi);
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a.call_aligned(get_gravity);
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a.pop(rdi);
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a.mov(dword_ptr(rdi, 0x78), eax);
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a.popad64();
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a.jmp(0x140AFA342);
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});
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}
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void* g_speed_stub()
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{
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return utils::hook::assemble([](utils::hook::assembler& a)
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{
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a.push(rax);
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a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&*reinterpret_cast<game::dvar_t**>(0x143C98330))));
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a.mov(eax, dword_ptr(rax, 0x10));
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a.mov(dword_ptr(rdi, 0x7C), eax);
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a.pop(rax);
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// original code
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a.mov(eax, ptr(rdi, 0x1FD4));
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a.add(eax, ptr(rdi, 0x1FD0));
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a.jmp(0x140AFB1EC);
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});
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}
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void cg_calculate_weapon_movement_debug_stub(game::cg_s* glob, float* origin)
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{
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// CG_View_CalcFovCompensation
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float value = utils::hook::invoke<float>(0x140889B60, glob, origin);
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// Initialize values
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float valueX = -6.0f * value;
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float valueY = 0.0f * value;
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float valueZ = 0.0f * value;
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// Apply values
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origin[0] += valueX * glob->viewModelAxis[0][0];
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origin[1] += valueX * glob->viewModelAxis[0][1];
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origin[2] += valueX * glob->viewModelAxis[0][2];
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origin[0] += valueY * glob->viewModelAxis[1][0];
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origin[1] += valueY * glob->viewModelAxis[1][1];
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origin[2] += valueY * glob->viewModelAxis[1][2];
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origin[0] += valueZ * glob->viewModelAxis[2][0];
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origin[1] += valueZ * glob->viewModelAxis[2][1];
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origin[2] += valueZ * glob->viewModelAxis[2][2];
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// Apply dvar values
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origin[0] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][0];
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origin[1] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][1];
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origin[2] += dvars::cg_gun_x->current.value * glob->viewModelAxis[0][2];
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origin[0] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][0];
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origin[1] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][1];
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origin[2] += dvars::cg_gun_y->current.value * glob->viewModelAxis[1][2];
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origin[0] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][0];
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origin[1] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][1];
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origin[2] += dvars::cg_gun_z->current.value * glob->viewModelAxis[2][2];
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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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// Implement ejection dvar
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dvars::bg_playerEjection = game::Dvar_RegisterBool("bg_playerEjection", true, game::DVAR_FLAG_REPLICATED, "Flag whether player ejection is on or off");
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stuck_in_client_hook.create(0x140AFD9B0, stuck_in_client_stub);
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// Implement bounces dvar
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dvars::bg_bounces = game::Dvar_RegisterBool("bg_bounces", false, game::DVAR_FLAG_REPLICATED, "Enables bounces");
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utils::hook::jump(0x14070FBB7, bg_bounces_stub(), true);
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// Modify gravity dvar
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dvars::override::register_float("bg_gravity", 800, 0, 1000, 0xC0 | game::DVAR_FLAG_REPLICATED);
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utils::hook::nop(0x140AFA330, 18);
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utils::hook::jump(0x140AFA330, bg_gravity_stub(), true);
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// Modify speed dvar
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dvars::override::register_int("g_speed", 190, 0x80000000, 0x7FFFFFFF, 0xC0 | game::DVAR_FLAG_REPLICATED);
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utils::hook::nop(0x140AFB1DF, 13);
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utils::hook::jump(0x140AFB1DF, g_speed_stub(), true);
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// Implement gun position dvars
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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");
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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");
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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");
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utils::hook::jump(0x1408D5930, cg_calculate_weapon_movement_debug_stub);
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}
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};
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}
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REGISTER_COMPONENT(gameplay::component) |